pathfinder/resources/shaders/metal/tile_solid.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 spvDescriptorSetBuffer0
{
constant float2* uTileSize [[id(0)]];
constant float4x4* uTransform [[id(1)]];
};
struct main0_out
{
float2 vColorTexCoord [[user(locn0)]];
float4 gl_Position [[position]];
};
struct main0_in
{
uint2 aTessCoord [[attribute(0)]];
int2 aTileOrigin [[attribute(1)]];
float2 aColorTexCoord [[attribute(2)]];
};
vertex main0_out main0(main0_in in [[stage_in]], constant spvDescriptorSetBuffer0& spvDescriptorSet0 [[buffer(0)]])
{
main0_out out = {};
float2 position = float2(in.aTileOrigin + int2(in.aTessCoord)) * (*spvDescriptorSet0.uTileSize);
out.vColorTexCoord = in.aColorTexCoord;
out.gl_Position = (*spvDescriptorSet0.uTransform) * float4(position, 0.0, 1.0);
return out;
}