move framebuffer shader into its own file

This commit is contained in:
Greg Wells
2025-05-23 09:48:54 -04:00
parent 68eb59b6f6
commit 65d6e3013a
3 changed files with 33 additions and 52 deletions

View File

@@ -20,41 +20,6 @@
// outputDevice->outputDevice->instance = const_cast<gnInstance*>(&instance);
// {
// const char* shaderSrc = R"metal(
// #include <metal_stdlib>
// using namespace metal;
// struct VertexOut {
// float4 position [[position]];
// float2 uv;
// };
// vertex VertexOut vs_main(uint vertexID [[vertex_id]]) {
// float2 positions[4] = {
// {-1.0, -1.0},
// { 1.0, -1.0},
// {-1.0, 1.0},
// { 1.0, 1.0}
// };
// float2 uvs[4] = {
// {0.0, 1.0},
// {1.0, 1.0},
// {0.0, 0.0},
// {1.0, 0.0}
// };
// VertexOut out;
// out.position = float4(positions[vertexID], 0.0, 1.0);
// out.uv = uvs[vertexID];
// return out;
// }
// fragment float4 fs_main(VertexOut in [[stage_in]],
// texture2d<float> colorTex [[texture(0)]],
// sampler samp [[sampler(0)]]) {
// return colorTex.sample(samp, in.uv);
// }
// )metal";
// NS::Error* error = nullptr;
// MTL::CompileOptions* options = nullptr;