// Automatically generated from files in pathfinder/shaders/. Do not edit! #include #include using namespace metal; struct spvDescriptorSetBuffer0 { constant float2* uTileSize [[id(0)]]; constant float4x4* uTransform [[id(1)]]; }; struct main0_out { float2 vColorTexCoord [[user(locn0)]]; float4 gl_Position [[position]]; }; struct main0_in { uint2 aTessCoord [[attribute(0)]]; int2 aTileOrigin [[attribute(1)]]; float4 aColorTexMatrix [[attribute(2)]]; float2 aColorTexOffset [[attribute(3)]]; }; vertex main0_out main0(main0_in in [[stage_in]], constant spvDescriptorSetBuffer0& spvDescriptorSet0 [[buffer(0)]]) { main0_out out = {}; float2 tileOffset = float2(in.aTessCoord) * (*spvDescriptorSet0.uTileSize); float2 position = (float2(in.aTileOrigin) * (*spvDescriptorSet0.uTileSize)) + tileOffset; out.vColorTexCoord = (float2x2(float2(in.aColorTexMatrix.xy), float2(in.aColorTexMatrix.zw)) * tileOffset) + in.aColorTexOffset; out.gl_Position = (*spvDescriptorSet0.uTransform) * float4(position, 0.0, 1.0); return out; }