// Automatically generated from files in pathfinder/shaders/. Do not edit! #include #include using namespace metal; struct spvDescriptorSetBuffer0 { constant int* uGridlineCount [[id(0)]]; constant float4x4* uTransform [[id(1)]]; }; struct main0_out { float2 vTexCoord [[user(locn0)]]; 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 = {}; out.vTexCoord = float2(in.aPosition * int2((*spvDescriptorSet0.uGridlineCount))); out.gl_Position = (*spvDescriptorSet0.uTransform) * float4(int4(in.aPosition.x, 0, in.aPosition.y, 1)); return out; }