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9 lines
541 B
Metal
9 lines
541 B
Metal
#include <metal_stdlib>
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using namespace metal;
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constant ushort lutTextureWidth [[function_constant(0)]];
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// The copy is done in a vertex shader instead of a compute kernel, since dispatching compute would require ending the render pass
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vertex void vertexCopyToLutTexture(uint vid [[vertex_id]], texture2d<float, access::write> out [[texture(0)]], device float2* data [[buffer(0)]], constant uint& arrayOffset [[buffer(1)]]) {
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out.write(float4(data[vid], 0.0, 0.0), uint2(vid % lutTextureWidth, arrayOffset + vid / lutTextureWidth));
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}
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