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MSL vs/fs shaders use spirv-cross
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@@ -51,7 +51,7 @@ vec4 SampleAtlas( vec3 page, vec2 uv )
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uv *= BorderScale;
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uv += BorderOffset;
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vec2 offset = floor( page.xy * 255 + 0.5 );
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vec2 offset = floor( page.xy * 255.0 + 0.5 );
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return texture2D( s_vt_texture_atlas, ( offset + uv ) * AtlasScale );
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}
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@@ -60,10 +60,10 @@ vec4 SampleAtlas( vec3 page, vec2 uv )
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vec4 VirtualTextureTrilinear( vec2 uv )
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{
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float miplevel = MipLevel( uv, VirtualTextureSize );
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miplevel = clamp( miplevel, 0, log2( PageTableSize )-1 );
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miplevel = clamp( miplevel, 0.0, log2( PageTableSize )-1.0 );
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float mip1 = floor( miplevel );
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float mip2 = mip1 + 1;
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float mip2 = mip1 + 1.0;
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float mipfrac = miplevel - mip1;
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vec3 page1 = SampleTable( uv, mip1 );
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