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MSL Shader Common
Signed-off-by: Isaac Marovitz <isaacryu@icloud.com>
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248
XenosRecomp/shader_common_msl.metal
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248
XenosRecomp/shader_common_msl.metal
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#include <metal_stdlib>
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using namespace metal;
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constant uint G_SPEC_CONSTANT [[function_constant(0)]];
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uint g_SpecConstants() {
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return G_SPEC_CONSTANT;
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}
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constant uint SPEC_CONSTANT_R11G11B10_NORMAL = (1 << 0);
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constant uint SPEC_CONSTANT_ALPHA_TEST = (1 << 1);
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constant uint SPEC_CONSTANT_BICUBIC_GI_FILTER = (1 << 2);
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constant uint SPEC_CONSTANT_ALPHA_TO_COVERAGE = (1 << 3);
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constant uint SPEC_CONSTANT_REVERSE_Z = (1 << 4);
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struct PushConstants
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{
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ulong vertexShaderConstants;
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ulong pixelShaderConstants;
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ulong sharedConstants;
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};
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uint g_Booleans(constant PushConstants& constants)
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{
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return *(reinterpret_cast<device uint*>(constants.sharedConstants + 256));
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}
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uint g_SwappedTexcoords(constant PushConstants& constants)
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{
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return *(reinterpret_cast<device uint*>(constants.sharedConstants + 260));
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}
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float g_AlphaThreshold(constant PushConstants& constants)
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{
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return *(reinterpret_cast<device float*>(constants.sharedConstants + 264));
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}
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struct Texture2DDescriptorHeap
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{
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array<texture2d<float>, 1> g [[id(0)]];
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};
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struct Texture3DDescriptorHeap
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{
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array<texture3d<float>, 1> g [[id(0)]];
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};
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struct TextureCubeDescriptorHeap
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{
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array<texturecube<float>, 1> g [[id(0)]];
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};
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struct SamplerDescriptorHeap
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{
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array<sampler, 1> g [[id(0)]];
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};
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uint2 getTexture2DDimensions(texture2d<float> texture)
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{
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return uint2(texture.get_width(), texture.get_height());
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}
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float4 tfetch2D(constant Texture2DDescriptorHeap& textureHeap,
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constant SamplerDescriptorHeap& samplerHeap,
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uint resourceDescriptorIndex,
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uint samplerDescriptorIndex,
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float2 texCoord, float2 offset)
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{
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texture2d<float> texture = textureHeap.g[resourceDescriptorIndex];
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sampler sampler = samplerHeap.g[samplerDescriptorIndex];
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return texture.sample(sampler, texCoord + offset / (float2)getTexture2DDimensions(texture));
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}
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float2 getWeights2D(constant Texture2DDescriptorHeap& textureHeap,
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constant SamplerDescriptorHeap& samplerHeap,
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uint resourceDescriptorIndex,
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uint samplerDescriptorIndex,
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float2 texCoord, float2 offset)
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{
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texture2d<float> texture = textureHeap.g[resourceDescriptorIndex];
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return select(fract(texCoord * (float2)getTexture2DDimensions(texture) + offset - 0.5), 0.0, isnan(texCoord));
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}
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float w0(float a)
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{
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return (1.0f / 6.0f) * (a * (a * (-a + 3.0f) - 3.0f) + 1.0f);
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}
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float w1(float a)
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{
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return (1.0f / 6.0f) * (a * a * (3.0f * a - 6.0f) + 4.0f);
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}
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float w2(float a)
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{
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return (1.0f / 6.0f) * (a * (a * (-3.0f * a + 3.0f) + 3.0f) + 1.0f);
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}
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float w3(float a)
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{
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return (1.0f / 6.0f) * (a * a * a);
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}
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float g0(float a)
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{
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return w0(a) + w1(a);
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}
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float g1(float a)
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{
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return w2(a) + w3(a);
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}
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float h0(float a)
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{
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return -1.0f + w1(a) / (w0(a) + w1(a)) + 0.5f;
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}
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float h1(float a)
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{
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return 1.0f + w3(a) / (w2(a) + w3(a)) + 0.5f;
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}
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float4 tfetch2DBicubic(constant Texture2DDescriptorHeap& textureHeap,
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constant SamplerDescriptorHeap& samplerHeap,
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uint resourceDescriptorIndex,
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uint samplerDescriptorIndex,
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float2 texCoord, float2 offset)
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{
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texture2d<float> texture = textureHeap.g[resourceDescriptorIndex];
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sampler sampler = samplerHeap.g[samplerDescriptorIndex];
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uint2 dimensions = getTexture2DDimensions(texture);
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float x = texCoord.x * dimensions.x + offset.x;
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float y = texCoord.y * dimensions.y + offset.y;
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x -= 0.5f;
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y -= 0.5f;
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float px = floor(x);
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float py = floor(y);
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float fx = x - px;
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float fy = y - py;
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float g0x = g0(fx);
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float g1x = g1(fx);
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float h0x = h0(fx);
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float h1x = h1(fx);
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float h0y = h0(fy);
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float h1y = h1(fy);
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float4 r =
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g0(fy) * (g0x * texture.sample(sampler, float2(px + h0x, py + h0y) / float2(dimensions)) +
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g1x * texture.sample(sampler, float2(px + h1x, py + h0y) / float2(dimensions))) +
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g1(fy) * (g0x * texture.sample(sampler, float2(px + h0x, py + h1y) / float2(dimensions)) +
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g1x * texture.sample(sampler, float2(px + h1x, py + h1y) / float2(dimensions)));
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return r;
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}
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float4 tfetch3D(constant Texture3DDescriptorHeap& textureHeap,
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constant SamplerDescriptorHeap& samplerHeap,
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uint resourceDescriptorIndex,
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uint samplerDescriptorIndex,
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float3 texCoord)
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{
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texture3d<float> texture = textureHeap.g[resourceDescriptorIndex];
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sampler sampler = samplerHeap.g[samplerDescriptorIndex];
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return texture.sample(sampler, texCoord);
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}
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struct CubeMapData
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{
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float3 cubeMapDirections[2];
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uint cubeMapIndex;
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};
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float4 tfetchCube(constant TextureCubeDescriptorHeap& textureHeap,
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constant SamplerDescriptorHeap& samplerHeap,
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uint resourceDescriptorIndex,
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uint samplerDescriptorIndex,
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float3 texCoord, thread CubeMapData* cubeMapData)
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{
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texturecube<float> texture = textureHeap.g[resourceDescriptorIndex];
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sampler sampler = samplerHeap.g[samplerDescriptorIndex];
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return texture.sample(sampler, cubeMapData->cubeMapDirections[(uint)texCoord.z]);
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}
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float4 tfetchR11G11B10(uint4 value)
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{
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if (g_SpecConstants() & SPEC_CONSTANT_R11G11B10_NORMAL)
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{
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return float4(
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(value.x & 0x00000400 ? -1.0 : 0.0) + ((value.x & 0x3FF) / 1024.0),
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(value.x & 0x00200000 ? -1.0 : 0.0) + (((value.x >> 11) & 0x3FF) / 1024.0),
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(value.x & 0x80000000 ? -1.0 : 0.0) + (((value.x >> 22) & 0x1FF) / 512.0),
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0.0);
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}
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else
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{
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return (float4)value;
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}
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}
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float4 tfetchTexcoord(uint swappedTexcoords, float4 value, uint semanticIndex)
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{
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return (swappedTexcoords & (1ull << semanticIndex)) != 0 ? value.yxwz : value;
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}
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float4 cube(float4 value, thread CubeMapData* cubeMapData)
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{
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uint index = cubeMapData->cubeMapIndex;
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cubeMapData->cubeMapDirections[index] = value.xyz;
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++cubeMapData->cubeMapIndex;
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return float4(0.0, 0.0, 0.0, index);
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}
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float4 dst(float4 src0, float4 src1)
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{
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float4 dest;
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dest.x = 1.0;
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dest.y = src0.y * src1.y;
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dest.z = src0.z;
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dest.w = src1.w;
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return dest;
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}
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float4 max4(float4 src0)
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{
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return max(src0.x, max3(src0.y, src0.z, src0.w));
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}
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float2 getPixelCoord(constant Texture2DDescriptorHeap& textureHeap,
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uint resourceDescriptorIndex,
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float2 texCoord)
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{
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texture2d<float> texture = textureHeap.g[resourceDescriptorIndex];
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return (float2)getTexture2DDimensions(texture) * texCoord;
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}
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float computeMipLevel(float2 pixelCoord)
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{
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float2 dx = dfdx(pixelCoord);
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float2 dy = dfdy(pixelCoord);
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float deltaMaxSqr = max(dot(dx, dx), dot(dy, dy));
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return max(0.0, 0.5 * log2(deltaMaxSqr));
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}
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