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#include <metal_stdlib>
using namespace metal;
struct VertexIn {
float2 position;
float3 color;
};
struct VertexOut {
float4 computedPosition [[position]];
float3 fragColor;
};
// Vertex shader
vertex VertexOut basic_vertex(
const device VertexIn* vertex_array [[ buffer(0) ]],
unsigned int vid [[ vertex_id ]]
) {
VertexIn v = vertex_array[vid];
VertexOut outVertex = VertexOut();
outVertex.computedPosition = float4(v.position.xy, 0.0, 1.0);
outVertex.fragColor = v.color;
return outVertex;
}
// Fragment shader
fragment float4 basic_fragment(
VertexOut interpolated [[stage_in]]
) {
return float4(interpolated.fragColor, 1.0);
}
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