// Automatically generated from files in pathfinder/shaders/. Do not edit! #include #include using namespace metal; struct spvDescriptorSetBuffer0 { constant float2* uFramebufferSize [[id(0)]]; }; struct main0_out { float4 gl_Position [[position]]; }; struct main0_in { int2 aPosition [[attribute(0)]]; }; vertex main0_out main0(main0_in in [[stage_in]], constant spvDescriptorSetBuffer0& spvDescriptorSet0 [[buffer(0)]]) { main0_out out = {}; float2 position = ((float2(in.aPosition) / (*spvDescriptorSet0.uFramebufferSize)) * 2.0) - float2(1.0); out.gl_Position = float4(position.x, -position.y, 0.0, 1.0); return out; }