#include #include #include using namespace metal; const float4 input_resolution = float4(160, 144); /* For GLSL compatibility */ typedef float2 vec2; typedef float3 vec3; typedef float4 vec4; typedef struct { float4 position [[position]]; float2 texcoords; } rasterizer_data; // Vertex Function vertex rasterizer_data vertex_shader(uint index [[ vertex_id ]], constant vector_float2 *vertices [[ buffer(0) ]]) { rasterizer_data out; out.position.xy = vertices[index].xy; out.position.z = 0.0; out.position.w = 1.0; out.texcoords = (vertices[index].xy + float2(1, 1)) / 2.0; return out; } static inline float4 texture(texture2d texture, float2 pos) { constexpr sampler texture_sampler; return float4(texture.sample(texture_sampler, pos)); } fragment float4 fragment_shader(rasterizer_data in [[stage_in]], texture2d image [[ texture(0) ]], texture2d previous_image [[ texture(1) ]], constant bool *mix_previous [[ buffer(0) ]]) { in.texcoords.y = 1 - in.texcoords.y; if (*mix_previous) { return mix(texture(image, in.texcoords), texture(previous_image, in.texcoords), 0.5); } return texture(image, in.texcoords); }