mirror of
https://github.com/GayPizzaSpecifications/voxelotl-engine.git
synced 2025-08-02 13:00:53 +00:00
RIP to Float16, it's sad that Intel doesn't support you.
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parent
b1f2f645f6
commit
4209a925c4
@ -123,7 +123,7 @@ public struct Chunk: Hashable {
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public enum BlockType: Hashable {
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case air
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case solid(_ color: Color<Float16>)
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case solid(_ color: Color<Float>)
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}
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public struct Block: Hashable {
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@ -4,13 +4,13 @@ struct Instance {
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let position: SIMD3<Float>
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let scale: SIMD3<Float>
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let rotation: simd_quatf
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let color: Color<Float16>
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let color: Color<Float>
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init(
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position: SIMD3<Float> = .zero,
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scale: SIMD3<Float> = .one,
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rotation: simd_quatf = .identity,
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color: Color<Float16> = .white
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color: Color<Float> = .white
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) {
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self.position = position
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self.scale = scale
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@ -1,7 +1,7 @@
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public struct Material {
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public var ambient: Color<Float16>
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public var diffuse: Color<Float16>
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public var specular: Color<Float16>
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public var ambient: Color<Float>
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public var diffuse: Color<Float>
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public var specular: Color<Float>
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public var gloss: Float
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}
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@ -18,6 +18,6 @@ public struct VertexPositionNormalTexcoord: Vertex {
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public struct VertexPositionNormalColorTexcoord: Vertex {
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var position: SIMD3<Float>
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var normal: SIMD3<Float>
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var color: SIMD4<Float16>
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var color: SIMD4<Float>
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var texCoord: SIMD2<Float>
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}
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@ -141,7 +141,7 @@ public class Renderer {
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if mesh.vertices.isEmpty || mesh.indices.isEmpty { return nil }
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let vertices = mesh.vertices.map {
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ShaderVertex(position: $0.position, normal: $0.normal, color: $0.color.reinterpretUShort, texCoord: $0.texCoord)
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ShaderVertex(position: $0.position, normal: $0.normal, color: $0.color, texCoord: $0.texCoord)
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}
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guard let vtxBuffer = self.device.makeBuffer(
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bytes: vertices,
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@ -165,9 +165,9 @@ public class Renderer {
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func createMesh(_ mesh: Mesh<VertexPositionNormalTexcoord, UInt16>) -> RendererMesh? {
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if mesh.vertices.isEmpty || mesh.indices.isEmpty { return nil }
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let color = Color<Float16>.white.reinterpretUShort
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let color = Color<Float>.white
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let vertices = mesh.vertices.map {
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ShaderVertex(position: $0.position, normal: $0.normal, color: color, texCoord: $0.texCoord)
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ShaderVertex(position: $0.position, normal: $0.normal, color: color.values, texCoord: $0.texCoord)
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}
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guard let vtxBuffer = self.device.makeBuffer(
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bytes: vertices,
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@ -341,21 +341,21 @@ public class Renderer {
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}
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}
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func draw(model: matrix_float4x4, color: Color<Float16>, mesh: RendererMesh, material: Material, environment: Environment, camera: Camera) {
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func draw(model: matrix_float4x4, color: Color<Float>, mesh: RendererMesh, material: Material, environment: Environment, camera: Camera) {
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assert(self._encoder != nil, "draw can't be called outside of a frame being rendered")
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var vertUniforms = VertexShaderUniforms(projView: camera.viewProjection)
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var fragUniforms = FragmentShaderUniforms(
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cameraPosition: camera.position,
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directionalLight: normalize(environment.lightDirection),
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ambientColor: material.ambient.reinterpretUShort,
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diffuseColor: material.diffuse.reinterpretUShort,
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specularColor: material.specular.reinterpretUShort,
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ambientColor: material.ambient.values,
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diffuseColor: material.diffuse.values,
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specularColor: material.specular.values,
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specularIntensity: material.gloss)
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var instance = VertexShaderInstance(
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model: model,
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normalModel: model.inverse.transpose,
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color: color.reinterpretUShort)
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color: color.values)
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self._encoder.setCullMode(.init(environment.cullFace))
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@ -386,9 +386,9 @@ public class Renderer {
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var fragUniforms = FragmentShaderUniforms(
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cameraPosition: camera.position,
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directionalLight: normalize(environment.lightDirection),
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ambientColor: material.ambient.reinterpretUShort,
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diffuseColor: material.diffuse.reinterpretUShort,
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specularColor: material.specular.reinterpretUShort,
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ambientColor: material.ambient.values,
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diffuseColor: material.diffuse.values,
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specularColor: material.specular.values,
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specularIntensity: material.gloss)
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let numInstances = instances.count
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@ -417,7 +417,7 @@ public class Renderer {
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.scale(instance.scale)
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data[i] = VertexShaderInstance(
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model: model, normalModel: model.inverse.transpose,
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color: instance.color.reinterpretUShort)
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color: instance.color.values)
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}
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}
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instanceBuffer.didModifyRange(0..<instancesBytes)
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@ -468,13 +468,13 @@ fileprivate extension MTLCullMode {
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}
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}
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fileprivate extension Color where T == Float16 {
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var reinterpretUShort: SIMD4<UInt16> {
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fileprivate extension Color where T == Float {
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var reinterpretUInt: SIMD4<UInt32> {
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.init(self.r.bitPattern, self.g.bitPattern, self.b.bitPattern, self.a.bitPattern)
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}
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}
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fileprivate extension SIMD4 where Scalar == Float16 {
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var reinterpretUShort: SIMD4<UInt16> {
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fileprivate extension SIMD4 where Scalar == Float {
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var reinterpretUShort: SIMD4<UInt32> {
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.init(self.x.bitPattern, self.y.bitPattern, self.z.bitPattern, self.w.bitPattern)
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}
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}
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@ -26,9 +26,9 @@ struct WorldGenerator {
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+ self.noise.get(fpos * 0.30) * 0.23
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return if value < threshold {
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.solid(.init(
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hue: Float16(180 + self.noise2.get(fpos * 0.05) * 180),
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saturation: Float16(0.5 + self.noise2.get(SIMD4(fpos * 0.05, 4)) * 0.5),
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value: Float16(0.5 + self.noise2.get(SIMD4(fpos * 0.05, 9)) * 0.5).lerp(0.5, 1)).linear)
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hue: Float(180 + self.noise2.get(fpos * 0.05) * 180),
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saturation: Float(0.5 + self.noise2.get(SIMD4(fpos * 0.05, 4)) * 0.5),
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value: Float(0.5 + self.noise2.get(SIMD4(fpos * 0.05, 9)) * 0.5).lerp(0.5, 1)).linear)
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} else {
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.air
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}
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@ -7,7 +7,7 @@ struct FragmentInput {
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float3 world;
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float3 normal;
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float2 texCoord;
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half4 color;
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float4 color;
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};
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vertex FragmentInput vertexMain(
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@ -29,7 +29,7 @@ vertex FragmentInput vertexMain(
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return out;
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}
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fragment half4 fragmentMain(
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fragment float4 fragmentMain(
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FragmentInput in [[stage_in]],
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metal::texture2d<half, metal::access::sample> texture [[texture(0)]],
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constant FragmentShaderUniforms& u [[buffer(FragmentShaderInputIdxUniforms)]]
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@ -45,17 +45,17 @@ fragment half4 fragmentMain(
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// Compute diffuse component
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float lambert = metal::dot(normal, lightVec);
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float diffuseAmount = metal::max(0.0, lambert);
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half4 diffuse = u.diffuseColor * diffuseAmount;
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float4 diffuse = u.diffuseColor * diffuseAmount;
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// Compute specular component (blinn-phong)
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float specularAngle = metal::max(0.0, metal::dot(halfDir, normal));
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float specularTerm = metal::pow(specularAngle, u.specularIntensity);
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// smoothstep hack to ensure highlight tapers gracefully at grazing angles
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float specularAmount = specularTerm * metal::smoothstep(0, 2, lambert * u.specularIntensity);
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half4 specular = u.specularColor * specularAmount;
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float4 specular = u.specularColor * specularAmount;
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// Sample texture & vertex color to get albedo
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half4 albedo = texture.sample(sampler, in.texCoord);
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float4 albedo = float4(texture.sample(sampler, in.texCoord));
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albedo *= in.color;
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return albedo * (u.ambientColor + diffuse) + specular;
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@ -10,12 +10,7 @@
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#include <simd/simd.h>
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// HACK: allow passing SIMD4<Float16> to shader while `simd_half4` is beta
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#ifdef __METAL_VERSION__
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typedef half4 color_half4;
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#else
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typedef simd_ushort4 color_half4;
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#endif
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typedef simd_float4 color_float4;
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typedef NS_ENUM(NSInteger, VertexShaderInputIdx) {
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VertexShaderInputIdxVertices = 0,
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@ -26,14 +21,14 @@ typedef NS_ENUM(NSInteger, VertexShaderInputIdx) {
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typedef struct {
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vector_float3 position;
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vector_float3 normal;
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color_half4 color;
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color_float4 color;
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vector_float2 texCoord;
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} ShaderVertex;
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typedef struct {
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matrix_float4x4 model;
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matrix_float4x4 normalModel;
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color_half4 color;
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color_float4 color;
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} VertexShaderInstance;
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typedef struct {
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@ -46,7 +41,7 @@ typedef NS_ENUM(NSInteger, FragmentShaderInputIdx) {
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typedef struct {
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vector_float3 cameraPosition, directionalLight;
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color_half4 ambientColor, diffuseColor, specularColor;
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color_float4 ambientColor, diffuseColor, specularColor;
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float specularIntensity;
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} FragmentShaderUniforms;
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