2020-02-05 00:50:13 -05:00
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// Automatically generated from files in pathfinder/shaders/. Do not edit!
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#pragma clang diagnostic ignored "-Wmissing-prototypes"
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#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct spvDescriptorSetBuffer0
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{
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constant float2* uTileSize [[id(0)]];
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constant float2* uStencilTextureSize [[id(1)]];
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constant float4x4* uTransform [[id(2)]];
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};
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struct main0_out
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{
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float2 vMaskTexCoord [[user(locn0)]];
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float2 vColorTexCoord [[user(locn1)]];
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float vBackdrop [[user(locn2)]];
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float4 gl_Position [[position]];
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};
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struct main0_in
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{
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uint2 aTessCoord [[attribute(0)]];
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uint3 aTileOrigin [[attribute(1)]];
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float4 aColorTexMatrix [[attribute(2)]];
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float2 aColorTexOffset [[attribute(3)]];
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int aBackdrop [[attribute(4)]];
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int aTileIndex [[attribute(5)]];
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2020-02-05 00:50:13 -05:00
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};
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float2 computeTileOffset(thread const uint& tileIndex, thread const float& stencilTextureWidth, thread float2 uTileSize)
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{
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uint tilesPerRow = uint(stencilTextureWidth / uTileSize.x);
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uint2 tileOffset = uint2(tileIndex % tilesPerRow, tileIndex / tilesPerRow);
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return float2(tileOffset) * uTileSize;
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}
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vertex main0_out main0(main0_in in [[stage_in]], constant spvDescriptorSetBuffer0& spvDescriptorSet0 [[buffer(0)]])
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{
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main0_out out = {};
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float2 tileOffset = float2(in.aTessCoord) * (*spvDescriptorSet0.uTileSize);
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float2 origin = float2(in.aTileOrigin.xy) + (float2(float(in.aTileOrigin.z & 15u), float(in.aTileOrigin.z >> 4u)) * 256.0);
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float2 position = (origin * (*spvDescriptorSet0.uTileSize)) + tileOffset;
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uint param = uint(in.aTileIndex);
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float param_1 = (*spvDescriptorSet0.uStencilTextureSize).x;
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float2 maskTexCoordOrigin = computeTileOffset(param, param_1, (*spvDescriptorSet0.uTileSize));
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float2 maskTexCoord = maskTexCoordOrigin + tileOffset;
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out.vMaskTexCoord = maskTexCoord / (*spvDescriptorSet0.uStencilTextureSize);
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out.vColorTexCoord = (float2x2(float2(in.aColorTexMatrix.xy), float2(in.aColorTexMatrix.zw)) * tileOffset) + in.aColorTexOffset;
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out.vBackdrop = float(in.aBackdrop);
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out.gl_Position = (*spvDescriptorSet0.uTransform) * float4(position, 0.0, 1.0);
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return out;
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}
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