1 /* 2 * Copyright (c) 2019, 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 <metal_stdlib> 27 using namespace metal; 28 29 #import "MetalShaderTypes.h" 30 31 32 struct VertexOut { 33 float4 color; 34 float4 pos [[position]]; 35 }; 36 37 38 /* 39 Java2D coordinate system : Top Left (0, 0) : Bottom Right (width and height) 40 Metal coordinate system is : 41 Center is (0.0, 0.0) 42 Bottom Left (-1.0, -1.0) : Top Right (1.0, 1.0) 43 Top Left (-1.0, 1.0) : Bottom Right (1.0, -1.0) 44 */ 45 46 vertex VertexOut vertexShader(device MetalVertex *vertices [[buffer(0)]], 47 constant unsigned int *viewportSize [[buffer(1)]], 48 uint vid [[vertex_id]]) { 49 VertexOut out; 50 out.pos = vertices[vid].position; 51 52 float halfViewWidth = (float)(viewportSize[0] >> 1); 53 float halfViewHeight = (float)(viewportSize[1] >> 1); 54 55 out.pos.x = (out.pos.x - halfViewWidth) / halfViewWidth; 56 out.pos.y = (halfViewHeight - out.pos.y) / halfViewHeight; 57 58 out.color = vertices[vid].color; 59 60 return out; 61 } 62 63 64 fragment float4 fragmentShader(MetalVertex in [[stage_in]]) { 65 return in.color; 66 }