// Automatically generated from files in pathfinder/shaders/. Do not edit! #include #include using namespace metal; struct main0_out { float2 vTexCoord [[user(locn0)]]; float4 gl_Position [[position]]; }; struct main0_in { int2 aTileOffset [[attribute(0)]]; int aTileIndex [[attribute(1)]]; }; vertex main0_out main0(main0_in in [[stage_in]], constant float2& uFramebufferSize [[buffer(0)]]) { main0_out out = {}; float2 position = float2(int2(in.aTileIndex % 256, in.aTileIndex / 256) + in.aTileOffset); position *= (float2(16.0, 4.0) / uFramebufferSize); out.vTexCoord = position; if (in.aTileIndex < 0) { position = float2(0.0); } position.y = 1.0 - position.y; out.gl_Position = float4(mix(float2(-1.0), float2(1.0), position), 0.0, 1.0); return out; }