Files
levlib/draw/shaders/generated/backdrop_downsample.frag.metal
T
2026-04-30 16:46:29 -07:00

48 lines
1.6 KiB
Metal

#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct Uniforms
{
float2 inv_source_size;
uint downsample_factor;
uint _pad0;
};
struct main0_out
{
float4 out_color [[color(0)]];
};
fragment main0_out main0(constant Uniforms& _18 [[buffer(0)]], texture2d<float> source_tex [[texture(0)]], sampler source_texSmplr [[sampler(0)]], float4 gl_FragCoord [[position]])
{
main0_out out = {};
float2 src_block_center = gl_FragCoord.xy * float(_18.downsample_factor);
if (_18.downsample_factor == 1u)
{
float2 uv = src_block_center * _18.inv_source_size;
out.out_color = source_tex.sample(source_texSmplr, uv);
}
else
{
if (_18.downsample_factor == 2u)
{
float2 uv_1 = src_block_center * _18.inv_source_size;
out.out_color = source_tex.sample(source_texSmplr, uv_1);
}
else
{
float off = float(_18.downsample_factor) * 0.25;
float2 uv_tl = (src_block_center + float2(-off, -off)) * _18.inv_source_size;
float2 uv_tr = (src_block_center + float2(off, -off)) * _18.inv_source_size;
float2 uv_bl = (src_block_center + float2(-off, off)) * _18.inv_source_size;
float2 uv_br = (src_block_center + float2(off)) * _18.inv_source_size;
float4 c = ((source_tex.sample(source_texSmplr, uv_tl) + source_tex.sample(source_texSmplr, uv_tr)) + source_tex.sample(source_texSmplr, uv_bl)) + source_tex.sample(source_texSmplr, uv_br);
out.out_color = c * 0.25;
}
}
return out;
}