pathfinder/resources/shaders/metal/tile.vs.metal

44 lines
1.3 KiB
Metal
Raw Normal View History

// Automatically generated from files in pathfinder/shaders/. Do not edit!
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct spvDescriptorSetBuffer0
{
constant float2* uTileSize [[id(0)]];
constant float4x4* uTransform [[id(1)]];
};
struct main0_out
{
float3 vMaskTexCoord0 [[user(locn0)]];
float3 vMaskTexCoord1 [[user(locn1)]];
float2 vColorTexCoord0 [[user(locn2)]];
float2 vColorTexCoord1 [[user(locn3)]];
float4 gl_Position [[position]];
};
struct main0_in
{
int2 aTilePosition [[attribute(0)]];
float2 aColorTexCoord0 [[attribute(1)]];
float2 aColorTexCoord1 [[attribute(2)]];
float2 aMaskTexCoord0 [[attribute(3)]];
float2 aMaskTexCoord1 [[attribute(4)]];
int2 aMaskBackdrop [[attribute(5)]];
};
vertex main0_out main0(main0_in in [[stage_in]], constant spvDescriptorSetBuffer0& spvDescriptorSet0 [[buffer(0)]])
{
main0_out out = {};
float2 position = float2(in.aTilePosition) * (*spvDescriptorSet0.uTileSize);
out.vColorTexCoord0 = in.aColorTexCoord0;
out.vColorTexCoord1 = in.aColorTexCoord1;
out.vMaskTexCoord0 = float3(in.aMaskTexCoord0, float(in.aMaskBackdrop.x));
out.vMaskTexCoord1 = float3(in.aMaskTexCoord1, float(in.aMaskBackdrop.y));
out.gl_Position = (*spvDescriptorSet0.uTransform) * float4(position, 0.0, 1.0);
return out;
}