// Automatically generated from files in pathfinder/shaders/. Do not edit! #include #include using namespace metal; struct spvDescriptorSetBuffer0 { constant float2* uTileSize [[id(0)]]; constant int2* uTextureMetadataSize [[id(1)]]; texture2d uTextureMetadata [[id(2)]]; sampler uTextureMetadataSmplr [[id(3)]]; constant float4x4* uTransform [[id(4)]]; }; struct main0_out { float3 vMaskTexCoord0 [[user(locn0)]]; float3 vMaskTexCoord1 [[user(locn1)]]; float2 vColorTexCoord0 [[user(locn2)]]; float vOpacity [[user(locn3)]]; float4 gl_Position [[position]]; }; struct main0_in { int2 aTileOffset [[attribute(0)]]; int2 aTileOrigin [[attribute(1)]]; uint2 aMaskTexCoord0 [[attribute(2)]]; uint2 aMaskTexCoord1 [[attribute(3)]]; int2 aMaskBackdrop [[attribute(4)]]; int aColor [[attribute(5)]]; }; vertex main0_out main0(main0_in in [[stage_in]], constant spvDescriptorSetBuffer0& spvDescriptorSet0 [[buffer(0)]]) { main0_out out = {}; float2 tileOrigin = float2(in.aTileOrigin); float2 tileOffset = float2(in.aTileOffset); float2 position = (tileOrigin + tileOffset) * (*spvDescriptorSet0.uTileSize); float2 maskTexCoord0 = (float2(in.aMaskTexCoord0) + tileOffset) / float2(256.0); float2 maskTexCoord1 = (float2(in.aMaskTexCoord1) + tileOffset) / float2(256.0); float2 textureMetadataScale = float2(1.0) / float2((*spvDescriptorSet0.uTextureMetadataSize)); float2 metadataEntryCoord = float2(int2((in.aColor % 256) * 2, in.aColor / 256)); float2 colorTexMatrix0Coord = (metadataEntryCoord + float2(0.5)) * textureMetadataScale; float2 colorTexOffsetsCoord = (metadataEntryCoord + float2(1.5, 0.5)) * textureMetadataScale; float4 colorTexMatrix0 = spvDescriptorSet0.uTextureMetadata.sample(spvDescriptorSet0.uTextureMetadataSmplr, colorTexMatrix0Coord, level(0.0)); float4 colorTexOffsets = spvDescriptorSet0.uTextureMetadata.sample(spvDescriptorSet0.uTextureMetadataSmplr, colorTexOffsetsCoord, level(0.0)); out.vColorTexCoord0 = (float2x2(float2(colorTexMatrix0.xy), float2(colorTexMatrix0.zw)) * position) + colorTexOffsets.xy; out.vOpacity = colorTexOffsets.z; out.vMaskTexCoord0 = float3(maskTexCoord0, float(in.aMaskBackdrop.x)); out.vMaskTexCoord1 = float3(maskTexCoord1, float(in.aMaskBackdrop.y)); out.gl_Position = (*spvDescriptorSet0.uTransform) * float4(position, 0.0, 1.0); return out; }