1 /* 2 * Copyright (c) 2019, Oracle and/or its affiliates. All rights reserved. 3 * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER. 4 * 5 * This code is free software; you can redistribute it and/or modify it 6 * under the terms of the GNU General Public License version 2 only, as 7 * published by the Free Software Foundation. Oracle designates this 8 * particular file as subject to the "Classpath" exception as provided 9 * by Oracle in the LICENSE file that accompanied this code. 10 * 11 * This code is distributed in the hope that it will be useful, but WITHOUT 12 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or 13 * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 14 * version 2 for more details (a copy is included in the LICENSE file that 15 * accompanied this code). 16 * 17 * You should have received a copy of the GNU General Public License version 18 * 2 along with this work; if not, write to the Free Software Foundation, 19 * Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA. 20 * 21 * Please contact Oracle, 500 Oracle Parkway, Redwood Shores, CA 94065 USA 22 * or visit www.oracle.com if you need additional information or have any 23 * questions. 24 */ 25 26 #include <simd/simd.h> 27 #include <metal_stdlib> 28 #include "common.h" 29 30 using namespace metal; 31 32 struct VertexInput { 33 float3 position [[attribute(VertexAttributePosition)]]; 34 }; 35 36 struct TxtVertexInput { 37 float3 position [[attribute(VertexAttributePosition)]]; 38 float2 texCoords [[attribute(VertexAttributeTexPos)]]; 39 }; 40 41 struct ColShaderInOut { 42 float4 position [[position]]; 43 half4 color; 44 }; 45 46 struct TxtShaderInOut { 47 float4 position [[position]]; 48 float2 texCoords; 49 }; 50 51 struct GradShaderInOut { 52 float4 position [[position]]; 53 }; 54 55 vertex ColShaderInOut vert_col(VertexInput in [[stage_in]], 56 constant FrameUniforms& uniforms [[buffer(FrameUniformBuffer)]], 57 constant TransformMatrix& transform [[buffer(MatrixBuffer)]]) { 58 ColShaderInOut out; 59 float4 pos4 = float4(in.position, 1.0); 60 out.position = transform.transformMatrix*pos4; 61 out.color = half4(uniforms.color.r, uniforms.color.g, uniforms.color.b, uniforms.color.a); 62 return out; 63 } 64 65 vertex GradShaderInOut vert_grad(VertexInput in [[stage_in]], constant TransformMatrix& transform [[buffer(MatrixBuffer)]]) { 66 GradShaderInOut out; 67 float4 pos4 = float4(in.position, 1.0); 68 out.position = transform.transformMatrix*pos4; 69 return out; 70 } 71 72 vertex TxtShaderInOut vert_txt(TxtVertexInput in [[stage_in]], constant TransformMatrix& transform [[buffer(MatrixBuffer)]]) { 73 TxtShaderInOut out; 74 float4 pos4 = float4(in.position, 1.0); 75 out.position = transform.transformMatrix*pos4; 76 out.texCoords = in.texCoords; 77 return out; 78 } 79 80 fragment half4 frag_col(ColShaderInOut in [[stage_in]]) { 81 return in.color; 82 } 83 84 fragment half4 frag_txt( 85 TxtShaderInOut vert [[stage_in]], 86 texture2d<float, access::sample> renderTexture [[texture(0)]] 87 ) 88 { 89 constexpr sampler textureSampler (mag_filter::linear, 90 min_filter::linear); 91 float4 pixelColor = renderTexture.sample(textureSampler, vert.texCoords); 92 return half4(pixelColor.r, pixelColor.g, pixelColor.b , pixelColor.a); 93 } 94 95 fragment half4 frag_grad(GradShaderInOut in [[stage_in]], 96 constant GradFrameUniforms& uniforms [[buffer(0)]]) { 97 float3 v = float3(in.position.x, in.position.y, 1); 98 float a = (dot(v,uniforms.params)-0.25)*2.0; 99 float4 c = mix(uniforms.color1, uniforms.color2, a); 100 return half4(c); 101 }