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Seele/res/shaders/Metal.slang
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2026-02-25 07:27:27 +01:00
import Common;
import MaterialParameter;
import VertexData;
import StaticMeshVertexData;
import Scene;
[numthreads(1, 1, 1)]
[shader("amplification")]
void taskMain(uint threadID: SV_GroupThreadID, uint groupID: SV_GroupID) { DispatchMesh(1, 1, 1, groupID); }
[numthreads(1, 1, 1)]
[shader("mesh")]
void meshMain(in payload uint taskGroupId, out vertices FragmentParameter vertices[MAX_VERTICES],
out indices uint3 indices[MAX_PRIMITIVES]) {
InstanceData inst = pScene.instances[pOffsets.instanceOffset + taskGroupId];
MeshData mesh = pScene.meshData[pOffsets.instanceOffset + taskGroupId];
MeshletDescription m = pScene.meshletInfos[mesh.meshletRange.offset];
SetMeshOutputCounts(m.vertexIndices.size, m.primitiveIndices.size);
for (uint p = 0; p < m.primitiveIndices.size; p++) {
uint baseIndex = m.primitiveIndices.offset + (p * 3);
uint local_idx0 = pScene.primitiveIndices[baseIndex + 0];
uint local_idx1 = pScene.primitiveIndices[baseIndex + 1];
uint local_idx2 = pScene.primitiveIndices[baseIndex + 2];
indices[p] = uint3(local_idx0, local_idx1, local_idx2);
}
for (uint v = 0; v < m.vertexIndices.size; v++) {
uint vertexIndex = pScene.vertexIndices[m.vertexIndices.offset + v];
VertexAttributes attr = pVertexData.getAttributes(m.indicesOffset + vertexIndex);
vertices[v] = attr.getParameter(inst.transformMatrix, inst.inverseTransformMatrix);
}
}
[shader("pixel")]
void pixelMain(in FragmentParameter input, out float4 outColor : SV_Target) {
outColor = float4(1.0, 0.0, 0.0, 1.0);
}