pathfinder/resources/shaders/metal/d3d9/tile_clip_combine.vs.metal

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Metal
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// Automatically generated from files in pathfinder/shaders/. Do not edit!
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct main0_out
{
float2 vTexCoord0 [[user(locn0)]];
float vBackdrop0 [[user(locn1)]];
float2 vTexCoord1 [[user(locn2)]];
float vBackdrop1 [[user(locn3)]];
float4 gl_Position [[position]];
};
struct main0_in
{
int2 aTileOffset [[attribute(0)]];
int aDestTileIndex [[attribute(1)]];
int aDestBackdrop [[attribute(2)]];
int aSrcTileIndex [[attribute(3)]];
int aSrcBackdrop [[attribute(4)]];
};
vertex main0_out main0(main0_in in [[stage_in]], constant float2& uFramebufferSize [[buffer(0)]])
{
main0_out out = {};
float2 destPosition = float2(int2(in.aDestTileIndex % 256, in.aDestTileIndex / 256) + in.aTileOffset);
float2 srcPosition = float2(int2(in.aSrcTileIndex % 256, in.aSrcTileIndex / 256) + in.aTileOffset);
destPosition *= (float2(16.0, 4.0) / uFramebufferSize);
srcPosition *= (float2(16.0, 4.0) / uFramebufferSize);
out.vTexCoord0 = destPosition;
out.vTexCoord1 = srcPosition;
out.vBackdrop0 = float(in.aDestBackdrop);
out.vBackdrop1 = float(in.aSrcBackdrop);
if (in.aDestTileIndex < 0)
{
destPosition = float2(0.0);
}
destPosition.y = 1.0 - destPosition.y;
out.gl_Position = float4(mix(float2(-1.0), float2(1.0), destPosition), 0.0, 1.0);
return out;
}