pathfinder/resources/shaders/metal/mask_winding.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
{
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float2 vFillTexCoord [[user(locn0)]];
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float vBackdrop [[user(locn1)]];
float4 gl_Position [[position]];
};
struct main0_in
{
float2 aPosition [[attribute(0)]];
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float2 aFillTexCoord [[attribute(1)]];
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int aBackdrop [[attribute(2)]];
};
vertex main0_out main0(main0_in in [[stage_in]])
{
main0_out out = {};
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float2 position = mix(float2(-1.0), float2(1.0), in.aPosition);
position.y = -position.y;
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out.vFillTexCoord = in.aFillTexCoord;
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out.vBackdrop = float(in.aBackdrop);
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out.gl_Position = float4(position, 0.0, 1.0);
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return out;
}