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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#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 float4x4* uTransform [[id(1)]];
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};
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struct main0_out
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{
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float2 vColorTexCoord [[user(locn0)]];
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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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int2 aTileOrigin [[attribute(1)]];
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2020-02-05 16:59:32 -05:00
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float4 aColorTexMatrix [[attribute(2)]];
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float2 aColorTexOffset [[attribute(3)]];
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2020-02-05 00:50:13 -05:00
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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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2020-02-05 16:59:32 -05:00
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float2 tileOffset = float2(in.aTessCoord) * (*spvDescriptorSet0.uTileSize);
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float2 position = (float2(in.aTileOrigin) * (*spvDescriptorSet0.uTileSize)) + tileOffset;
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out.vColorTexCoord = (float2x2(float2(in.aColorTexMatrix.xy), float2(in.aColorTexMatrix.zw)) * tileOffset) + in.aColorTexOffset;
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2020-02-05 00:50:13 -05:00
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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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