// Automatically generated from files in pathfinder/shaders/. Do not edit! #include #include using namespace metal; struct main0_out { float2 vTexCoord [[user(locn0)]]; float vBackdrop [[user(locn1)]]; float4 gl_Position [[position]]; }; struct main0_in { int2 aTileOffset [[attribute(0)]]; int2 aDestTileOrigin [[attribute(1)]]; int2 aSrcTileOrigin [[attribute(2)]]; int aSrcBackdrop [[attribute(3)]]; }; vertex main0_out main0(main0_in in [[stage_in]]) { main0_out out = {}; float2 destPosition = float2(in.aDestTileOrigin + in.aTileOffset) / float2(256.0); float2 srcPosition = float2(in.aSrcTileOrigin + in.aTileOffset) / float2(256.0); out.vTexCoord = srcPosition; out.vBackdrop = float(in.aSrcBackdrop); out.gl_Position = float4(mix(float2(-1.0), float2(1.0), destPosition), 0.0, 1.0); return out; }