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Fix unused variable quadSampler2 on Xcode 12
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joshbernfeld committed Jul 24, 2020
1 parent e26fd47 commit f9c5382
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Showing 24 changed files with 24 additions and 24 deletions.
2 changes: 1 addition & 1 deletion PixelSDK-GPUImage3.podspec
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@@ -1,7 +1,7 @@
Pod::Spec.new do |s|
s.name = 'PixelSDK-GPUImage3'
s.module_name = 'GPUImage'
s.version = '1.1.10'
s.version = '1.1.11'
s.license = 'BSD'
s.summary = 'An open source iOS framework for GPU-based image and video processing.'
s.homepage = 'https://github.com/GottaYotta/GPUImage3'
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2 changes: 1 addition & 1 deletion framework/Source/Operations/AddBlend.metal
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Expand Up @@ -9,7 +9,7 @@ fragment half4 addBlendFragment(TwoInputVertexIO fragmentInput [[stage_in]],
constexpr sampler quadSampler;
half4 base = inputTexture.sample(quadSampler, fragmentInput.textureCoordinate);
constexpr sampler quadSampler2;
half4 overlay = inputTexture2.sample(quadSampler, fragmentInput.textureCoordinate2);
half4 overlay = inputTexture2.sample(quadSampler2, fragmentInput.textureCoordinate2);

half r;
if (overlay.r * base.a + base.r * overlay.a >= overlay.a * base.a) {
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2 changes: 1 addition & 1 deletion framework/Source/Operations/AlphaBlend.metal
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Expand Up @@ -15,7 +15,7 @@ fragment half4 alphaBlendFragment(TwoInputVertexIO fragmentInput [[stage_in]],
constexpr sampler quadSampler;
half4 textureColor = inputTexture.sample(quadSampler, fragmentInput.textureCoordinate);
constexpr sampler quadSampler2;
half4 textureColor2 = inputTexture2.sample(quadSampler, fragmentInput.textureCoordinate2);
half4 textureColor2 = inputTexture2.sample(quadSampler2, fragmentInput.textureCoordinate2);

return half4(mix(textureColor.rgb, textureColor2.rgb, textureColor2.a * half(uniform.mixturePercent)), textureColor.a);
}
2 changes: 1 addition & 1 deletion framework/Source/Operations/ChromaKeyBlend.metal
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Expand Up @@ -18,7 +18,7 @@ fragment half4 chromaKeyBlendFragment(TwoInputVertexIO fragmentInput [[stage_in]
constexpr sampler quadSampler;
half4 textureColor = inputTexture.sample(quadSampler, fragmentInput.textureCoordinate);
constexpr sampler quadSampler2;
half4 textureColor2 = inputTexture2.sample(quadSampler, fragmentInput.textureCoordinate2);
half4 textureColor2 = inputTexture2.sample(quadSampler2, fragmentInput.textureCoordinate2);

half maskY = 0.2989h * uniform.colorToReplace.r + 0.5866h * uniform.colorToReplace.g + 0.1145h * uniform.colorToReplace.b;
half maskCr = 0.7132h * (uniform.colorToReplace.r - maskY);
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2 changes: 1 addition & 1 deletion framework/Source/Operations/ColorBlend.metal
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Expand Up @@ -10,7 +10,7 @@ fragment half4 colorBlendFragment(TwoInputVertexIO fragmentInput [[stage_in]],
constexpr sampler quadSampler;
half4 base = inputTexture.sample(quadSampler, fragmentInput.textureCoordinate);
constexpr sampler quadSampler2;
half4 overlay = inputTexture2.sample(quadSampler, fragmentInput.textureCoordinate2);
half4 overlay = inputTexture2.sample(quadSampler2, fragmentInput.textureCoordinate2);

return half4(base.rgb * (1.0h - overlay.a) + setlum(overlay.rgb, lum(base.rgb)) * overlay.a, base.a);
}
2 changes: 1 addition & 1 deletion framework/Source/Operations/ColorBurnBlend.metal
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Expand Up @@ -9,7 +9,7 @@ fragment half4 colorBurnBlendFragment(TwoInputVertexIO fragmentInput [[stage_in]
constexpr sampler quadSampler;
half4 textureColor = inputTexture.sample(quadSampler, fragmentInput.textureCoordinate);
constexpr sampler quadSampler2;
half4 textureColor2 = inputTexture2.sample(quadSampler, fragmentInput.textureCoordinate2);
half4 textureColor2 = inputTexture2.sample(quadSampler2, fragmentInput.textureCoordinate2);
half4 whiteColor = half4(1.0);

return whiteColor - (whiteColor - textureColor) / textureColor2;
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2 changes: 1 addition & 1 deletion framework/Source/Operations/ColorDodgeBlend.metal
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Expand Up @@ -9,7 +9,7 @@ fragment half4 colorDodgeBlendFragment(TwoInputVertexIO fragmentInput [[stage_in
constexpr sampler quadSampler;
half4 base = inputTexture.sample(quadSampler, fragmentInput.textureCoordinate);
constexpr sampler quadSampler2;
half4 overlay = inputTexture2.sample(quadSampler, fragmentInput.textureCoordinate2);
half4 overlay = inputTexture2.sample(quadSampler2, fragmentInput.textureCoordinate2);

half3 baseOverlayAlphaProduct = half3(overlay.a * base.a);
half3 rightHandProduct = overlay.rgb * (1.0h - base.a) + base.rgb * (1.0h - overlay.a);
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2 changes: 1 addition & 1 deletion framework/Source/Operations/DarkenBlend.metal
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Expand Up @@ -9,7 +9,7 @@ fragment half4 darkenBlendFragment(TwoInputVertexIO fragmentInput [[stage_in]],
constexpr sampler quadSampler;
half4 base = inputTexture.sample(quadSampler, fragmentInput.textureCoordinate);
constexpr sampler quadSampler2;
half4 overlay = inputTexture2.sample(quadSampler, fragmentInput.textureCoordinate2);
half4 overlay = inputTexture2.sample(quadSampler2, fragmentInput.textureCoordinate2);

return half4(min(overlay.rgb * base.a, base.rgb * overlay.a) + overlay.rgb * (1.0h - base.a) + base.rgb * (1.0h - overlay.a), 1.0h);
}
2 changes: 1 addition & 1 deletion framework/Source/Operations/DifferenceBlend.metal
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Expand Up @@ -9,7 +9,7 @@ fragment half4 differenceBlendFragment(TwoInputVertexIO fragmentInput [[stage_in
constexpr sampler quadSampler;
half4 textureColor = inputTexture.sample(quadSampler, fragmentInput.textureCoordinate);
constexpr sampler quadSampler2;
half4 textureColor2 = inputTexture2.sample(quadSampler, fragmentInput.textureCoordinate2);
half4 textureColor2 = inputTexture2.sample(quadSampler2, fragmentInput.textureCoordinate2);

return half4(abs(textureColor2.rgb - textureColor.rgb), textureColor.a);
}
2 changes: 1 addition & 1 deletion framework/Source/Operations/DissolveBlend.metal
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Expand Up @@ -15,7 +15,7 @@ fragment half4 dissolveBlendFragment(TwoInputVertexIO fragmentInput [[stage_in]]
constexpr sampler quadSampler;
half4 textureColor = inputTexture.sample(quadSampler, fragmentInput.textureCoordinate);
constexpr sampler quadSampler2;
half4 textureColor2 = inputTexture2.sample(quadSampler, fragmentInput.textureCoordinate2);
half4 textureColor2 = inputTexture2.sample(quadSampler2, fragmentInput.textureCoordinate2);

return mix(textureColor, textureColor2, half(uniform.mixturePercent));
}
2 changes: 1 addition & 1 deletion framework/Source/Operations/DivideBlend.metal
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Expand Up @@ -9,7 +9,7 @@ fragment half4 divideBlendFragment(TwoInputVertexIO fragmentInput [[stage_in]],
constexpr sampler quadSampler;
half4 base = inputTexture.sample(quadSampler, fragmentInput.textureCoordinate);
constexpr sampler quadSampler2;
half4 overlay = inputTexture2.sample(quadSampler, fragmentInput.textureCoordinate2);
half4 overlay = inputTexture2.sample(quadSampler2, fragmentInput.textureCoordinate2);

half ra;
if (overlay.a == 0.0h || ((base.r / overlay.r) > (base.a / overlay.a)))
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2 changes: 1 addition & 1 deletion framework/Source/Operations/ExclusionBlend.metal
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Expand Up @@ -9,7 +9,7 @@ fragment half4 exclusionBlendFragment(TwoInputVertexIO fragmentInput [[stage_in]
constexpr sampler quadSampler;
half4 base = inputTexture.sample(quadSampler, fragmentInput.textureCoordinate);
constexpr sampler quadSampler2;
half4 overlay = inputTexture2.sample(quadSampler, fragmentInput.textureCoordinate2);
half4 overlay = inputTexture2.sample(quadSampler2, fragmentInput.textureCoordinate2);

return half4((overlay.rgb * base.a + base.rgb * overlay.a - 2.0h * overlay.rgb * base.rgb) + overlay.rgb * (1.0h - base.a) + base.rgb * (1.0h - overlay.a), base.a);
}
2 changes: 1 addition & 1 deletion framework/Source/Operations/HardLightBlend.metal
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Expand Up @@ -9,7 +9,7 @@ fragment half4 hardLightBlendFragment(TwoInputVertexIO fragmentInput [[stage_in]
constexpr sampler quadSampler;
half4 base = inputTexture.sample(quadSampler, fragmentInput.textureCoordinate);
constexpr sampler quadSampler2;
half4 overlay = inputTexture2.sample(quadSampler, fragmentInput.textureCoordinate2);
half4 overlay = inputTexture2.sample(quadSampler2, fragmentInput.textureCoordinate2);

half ra;
if (2.0h * overlay.r < overlay.a) {
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2 changes: 1 addition & 1 deletion framework/Source/Operations/HueBlend.metal
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Expand Up @@ -12,7 +12,7 @@ fragment half4 hueBlendFragment(TwoInputVertexIO fragmentInput [[stage_in]],
constexpr sampler quadSampler;
half4 base = inputTexture.sample(quadSampler, fragmentInput.textureCoordinate);
constexpr sampler quadSampler2;
half4 overlay = inputTexture2.sample(quadSampler, fragmentInput.textureCoordinate2);
half4 overlay = inputTexture2.sample(quadSampler2, fragmentInput.textureCoordinate2);

return half4(base.rgb * (1.0h - overlay.a) + setlum(setsat(overlay.rgb, sat(base.rgb)), lum(base.rgb)) * overlay.a, base.a);
}
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2 changes: 1 addition & 1 deletion framework/Source/Operations/LightenBlend.metal
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Expand Up @@ -9,7 +9,7 @@ fragment half4 lightenBlendFragment(TwoInputVertexIO fragmentInput [[stage_in]],
constexpr sampler quadSampler;
half4 textureColor = inputTexture.sample(quadSampler, fragmentInput.textureCoordinate);
constexpr sampler quadSampler2;
half4 textureColor2 = inputTexture2.sample(quadSampler, fragmentInput.textureCoordinate2);
half4 textureColor2 = inputTexture2.sample(quadSampler2, fragmentInput.textureCoordinate2);

return max(textureColor, textureColor2);
}
2 changes: 1 addition & 1 deletion framework/Source/Operations/LinearBurnBlend.metal
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Expand Up @@ -9,7 +9,7 @@ fragment half4 linearBurnBlendFragment(TwoInputVertexIO fragmentInput [[stage_in
constexpr sampler quadSampler;
half4 textureColor = inputTexture.sample(quadSampler, fragmentInput.textureCoordinate);
constexpr sampler quadSampler2;
half4 textureColor2 = inputTexture2.sample(quadSampler, fragmentInput.textureCoordinate2);
half4 textureColor2 = inputTexture2.sample(quadSampler2, fragmentInput.textureCoordinate2);

return half4(clamp(textureColor.rgb + textureColor2.rgb - half3(1.0h), half3(0.0h), half3(1.0h)), textureColor.a);
}
2 changes: 1 addition & 1 deletion framework/Source/Operations/LuminosityBlend.metal
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Expand Up @@ -10,7 +10,7 @@ fragment half4 luminosityBlendFragment(TwoInputVertexIO fragmentInput [[stage_in
constexpr sampler quadSampler;
half4 base = inputTexture.sample(quadSampler, fragmentInput.textureCoordinate);
constexpr sampler quadSampler2;
half4 overlay = inputTexture2.sample(quadSampler, fragmentInput.textureCoordinate2);
half4 overlay = inputTexture2.sample(quadSampler2, fragmentInput.textureCoordinate2);

return half4(base.rgb * (1.0h - overlay.a) + setlum(base.rgb, lum(overlay.rgb)) * overlay.a, base.a);
}
2 changes: 1 addition & 1 deletion framework/Source/Operations/MultiplyBlend.metal
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Expand Up @@ -9,7 +9,7 @@ fragment half4 multiplyBlendFragment(TwoInputVertexIO fragmentInput [[stage_in]]
constexpr sampler quadSampler;
half4 base = inputTexture.sample(quadSampler, fragmentInput.textureCoordinate);
constexpr sampler quadSampler2;
half4 overlay = inputTexture2.sample(quadSampler, fragmentInput.textureCoordinate2);
half4 overlay = inputTexture2.sample(quadSampler2, fragmentInput.textureCoordinate2);

return overlay * base + overlay * (1.0h - base.a) + base * (1.0h - overlay.a);
}
2 changes: 1 addition & 1 deletion framework/Source/Operations/OverlayBlend.metal
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Expand Up @@ -9,7 +9,7 @@ fragment half4 overlayBlendFragment(TwoInputVertexIO fragmentInput [[stage_in]],
constexpr sampler quadSampler;
half4 base = inputTexture.sample(quadSampler, fragmentInput.textureCoordinate);
constexpr sampler quadSampler2;
half4 overlay = inputTexture2.sample(quadSampler, fragmentInput.textureCoordinate2);
half4 overlay = inputTexture2.sample(quadSampler2, fragmentInput.textureCoordinate2);

half ra;
if (2.0h * base.r < base.a) {
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2 changes: 1 addition & 1 deletion framework/Source/Operations/SaturationBlend.metal
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Expand Up @@ -10,7 +10,7 @@ fragment half4 saturationBlendFragment(TwoInputVertexIO fragmentInput [[stage_in
constexpr sampler quadSampler;
half4 base = inputTexture.sample(quadSampler, fragmentInput.textureCoordinate);
constexpr sampler quadSampler2;
half4 overlay = inputTexture2.sample(quadSampler, fragmentInput.textureCoordinate2);
half4 overlay = inputTexture2.sample(quadSampler2, fragmentInput.textureCoordinate2);

return half4(base.rgb * (1.0h - overlay.a) + setlum(setsat(base.rgb, sat(overlay.rgb)), lum(base.rgb)) * overlay.a, base.a);
}
2 changes: 1 addition & 1 deletion framework/Source/Operations/ScreenBlend.metal
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Expand Up @@ -9,7 +9,7 @@ fragment half4 screenBlendFragment(TwoInputVertexIO fragmentInput [[stage_in]],
constexpr sampler quadSampler;
half4 textureColor = inputTexture.sample(quadSampler, fragmentInput.textureCoordinate);
constexpr sampler quadSampler2;
half4 textureColor2 = inputTexture2.sample(quadSampler, fragmentInput.textureCoordinate2);
half4 textureColor2 = inputTexture2.sample(quadSampler2, fragmentInput.textureCoordinate2);
half4 whiteColor = half4(1.0);

return whiteColor - ((whiteColor - textureColor2) * (whiteColor - textureColor));
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2 changes: 1 addition & 1 deletion framework/Source/Operations/SoftLightBlend.metal
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Expand Up @@ -9,7 +9,7 @@ fragment half4 softLightBlendFragment(TwoInputVertexIO fragmentInput [[stage_in]
constexpr sampler quadSampler;
half4 base = inputTexture.sample(quadSampler, fragmentInput.textureCoordinate);
constexpr sampler quadSampler2;
half4 overlay = inputTexture2.sample(quadSampler, fragmentInput.textureCoordinate2);
half4 overlay = inputTexture2.sample(quadSampler2, fragmentInput.textureCoordinate2);

half alphaDivisor = base.a + step(base.a, 0.0h); // Protect against a divide-by-zero blacking out things in the output

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2 changes: 1 addition & 1 deletion framework/Source/Operations/SourceOverBlend.metal
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Expand Up @@ -9,7 +9,7 @@ fragment half4 sourceOverBlendFragment(TwoInputVertexIO fragmentInput [[stage_in
constexpr sampler quadSampler;
half4 textureColor = inputTexture.sample(quadSampler, fragmentInput.textureCoordinate);
constexpr sampler quadSampler2;
half4 textureColor2 = inputTexture2.sample(quadSampler, fragmentInput.textureCoordinate2);
half4 textureColor2 = inputTexture2.sample(quadSampler2, fragmentInput.textureCoordinate2);

return mix(textureColor, textureColor2, textureColor2.a);
}
2 changes: 1 addition & 1 deletion framework/Source/Operations/SubtractBlend.metal
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Expand Up @@ -9,7 +9,7 @@ fragment half4 subtractBlendFragment(TwoInputVertexIO fragmentInput [[stage_in]]
constexpr sampler quadSampler;
half4 textureColor = inputTexture.sample(quadSampler, fragmentInput.textureCoordinate);
constexpr sampler quadSampler2;
half4 textureColor2 = inputTexture2.sample(quadSampler, fragmentInput.textureCoordinate2);
half4 textureColor2 = inputTexture2.sample(quadSampler2, fragmentInput.textureCoordinate2);

return half4(textureColor.rgb - textureColor2.rgb, textureColor.a);
}

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