Description : Metal Rendering Pipeline - initial implementation of line and quad rendering
Contributed-by: jdv, aghaisas
/*
* Copyright (c) 2019, 2019, Oracle and/or its affiliates. All rights reserved.
* DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
*
* This code is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License version 2 only, as
* published by the Free Software Foundation. Oracle designates this
* particular file as subject to the "Classpath" exception as provided
* by Oracle in the LICENSE file that accompanied this code.
*
* This code is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
* version 2 for more details (a copy is included in the LICENSE file that
* accompanied this code).
*
* You should have received a copy of the GNU General Public License version
* 2 along with this work; if not, write to the Free Software Foundation,
* Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA.
*
* Please contact Oracle, 500 Oracle Parkway, Redwood Shores, CA 94065 USA
* or visit www.oracle.com if you need additional information or have any
* questions.
*/
#include <metal_stdlib>
using namespace metal;
#import "MetalShaderTypes.h"
struct VertexOut {
float4 color;
float4 pos [[position]];
};
vertex VertexOut vertexShader(device MetalVertex *vertices [[buffer(0)]], uint vid [[vertex_id]]) {
VertexOut out;
out.pos = vertices[vid].position;
out.color = vertices[vid].color;
return out;
}
fragment float4 fragmentShader(MetalVertex in [[stage_in]]) {
return in.color;
}