// Automatically generated from files in pathfinder/shaders/. Do not edit! #include #include using namespace metal; struct spvDescriptorSetBuffer0 { constant float2* uTextureSize [[id(0)]]; constant float2* uFramebufferSize [[id(1)]]; }; struct main0_out { float2 vTexCoord [[user(locn0)]]; float4 gl_Position [[position]]; }; struct main0_in { int2 aPosition [[attribute(0)]]; int2 aTexCoord [[attribute(1)]]; }; vertex main0_out main0(main0_in in [[stage_in]], constant spvDescriptorSetBuffer0& spvDescriptorSet0 [[buffer(0)]]) { main0_out out = {}; out.vTexCoord = float2(in.aTexCoord) / (*spvDescriptorSet0.uTextureSize); 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; }