Porta tots els shaders a Vulkan i Metal
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@@ -14,6 +14,6 @@ vertex PassthroughVOut passthrough_vs(uint vid [[vertex_id]]) {
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PassthroughVOut out;
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float2 pos = positions[vid];
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out.uv = pos * 0.5 + 0.5;
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out.pos = float4(pos.x, -pos.y, 0.0, 1.0);
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out.pos = float4(pos, 0.0, 1.0);
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return out;
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}
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@@ -2,7 +2,6 @@
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// Shared fullscreen-triangle vertex shader for the SDL3 GPU backend.
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// Emits vUV in Shadertoy convention: (0,0) bottom-left, (1,1) top-right.
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// Y flipped in NDC because Vulkan/Metal point Y down by default.
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layout(location = 0) out vec2 vUV;
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@@ -14,5 +13,5 @@ void main() {
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);
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vec2 pos = positions[gl_VertexIndex];
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vUV = pos * 0.5 + 0.5;
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gl_Position = vec4(pos.x, -pos.y, 0.0, 1.0);
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gl_Position = vec4(pos, 0.0, 1.0);
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}
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