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#include <metal_stdlib>
using namespace metal;
vertex float4
vertexShader(uint vertexID [[vertex_id]],
constant simd::float3* vertexPositions)
{
float4 vertexOutPositions = float4(vertexPositions[vertexID][0],
vertexPositions[vertexID][1],
vertexPositions[vertexID][2],
1.0f);
return vertexOutPositions;
}
fragment float4 fragmentShader(float4 vertexOutPositions [[stage_in]]) {
return float4(182.0f/255.0f, 240.0f/255.0f, 228.0f/255.0f, 1.0f);
}
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