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fix(aa-shader): texture2d is a data type in Metal
* SPIRV-Cross should handle this
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@ -18,7 +18,7 @@ layout(std140, set = 0, binding = 0) uniform UBO
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const vec3 dt = vec3(1.0,1.0,1.0);
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vec3 texture2d (sampler2D tex, vec2 coord, vec4 yx) {
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vec3 texture2d_(sampler2D tex, vec2 coord, vec4 yx) {
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vec3 s00 = texture(tex, coord + yx.zw).xyz;
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vec3 s20 = texture(tex, coord + yx.xw).xyz;
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@ -67,15 +67,15 @@ void main()
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vec2 pC4 = floor(OGL2Pos) * inv_size;
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// Reading the texels
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vec3 C0 = texture2d(Source, pC4 - g1, yx);
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vec3 C1 = texture2d(Source, pC4 - dy, yx);
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vec3 C2 = texture2d(Source, pC4 - g2, yx);
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vec3 C3 = texture2d(Source, pC4 - dx, yx);
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vec3 C4 = texture2d(Source, pC4 , yx);
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vec3 C5 = texture2d(Source, pC4 + dx, yx);
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vec3 C6 = texture2d(Source, pC4 + g2, yx);
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vec3 C7 = texture2d(Source, pC4 + dy, yx);
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vec3 C8 = texture2d(Source, pC4 + g1, yx);
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vec3 C1 = texture2d_(Source, pC4 - dy, yx);
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vec3 C0 = texture2d_(Source, pC4 - g1, yx);
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vec3 C2 = texture2d_(Source, pC4 - g2, yx);
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vec3 C3 = texture2d_(Source, pC4 - dx, yx);
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vec3 C4 = texture2d_(Source, pC4 , yx);
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vec3 C5 = texture2d_(Source, pC4 + dx, yx);
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vec3 C6 = texture2d_(Source, pC4 + g2, yx);
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vec3 C7 = texture2d_(Source, pC4 + dy, yx);
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vec3 C8 = texture2d_(Source, pC4 + g1, yx);
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vec3 ul, ur, dl, dr;
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float m1, m2;
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