Fixed metal fill color per vertex (#1865)
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@@ -22,7 +22,7 @@ struct ShaderSource<BuiltIn::FillShader, gfx::Backend::Type::Metal> {
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struct VertexStage {
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short2 position [[attribute(0)]];
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float2 color [[attribute(1)]];
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float4 color [[attribute(1)]];
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float2 opacity [[attribute(2)]];
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};
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@@ -59,7 +59,7 @@ FragmentStage vertex vertexMain(thread const VertexStage vertx [[stage_in]],
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device const FillPermutationUBO& permutation [[buffer(6)]],
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device const ExpressionInputsUBO& expr [[buffer(7)]]) {
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const auto color = colorFor(permutation.color, props.color, vertx.color, expr);
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const auto color = colorFor(permutation.color, props.color, vertx.color, interp.color_t, expr);
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const auto opacity = valueFor(permutation.opacity, props.opacity, vertx.opacity, interp.opacity_t, expr);
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float4 position = drawable.matrix * float4(float2(vertx.position), 0.0f, 1.0f);
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@@ -97,7 +97,7 @@ struct ShaderSource<BuiltIn::FillOutlineShader, gfx::Backend::Type::Metal> {
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struct VertexStage {
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short2 position [[attribute(0)]];
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float2 outline_color [[attribute(1)]];
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float4 outline_color [[attribute(1)]];
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float2 opacity [[attribute(2)]];
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};
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@@ -137,7 +137,7 @@ FragmentStage vertex vertexMain(thread const VertexStage vertx [[stage_in]],
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device const FillOutlinePermutationUBO& permutation [[buffer(6)]],
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device const ExpressionInputsUBO& expr [[buffer(7)]]) {
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const auto outline_color = colorFor(permutation.outline_color, props.outline_color, vertx.outline_color, expr);
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const auto outline_color = colorFor(permutation.outline_color, props.outline_color, vertx.outline_color, interp.outline_color_t, expr);
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const auto opacity = valueFor(permutation.opacity, props.opacity, vertx.opacity, interp.opacity_t, expr);
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float4 position = drawable.matrix * float4(float2(vertx.position), 0.0f, 1.0f);
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