pathfinder/resources/shaders/metal/tile_alpha.vs.metal

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