// Automatically generated from files in pathfinder/shaders/. Do not edit! #include #include using namespace metal; struct main0_out { float2 vTexCoord0 [[user(locn0)]]; float vBackdrop0 [[user(locn1)]]; float2 vTexCoord1 [[user(locn2)]]; float vBackdrop1 [[user(locn3)]]; float4 gl_Position [[position]]; }; struct main0_in { int2 aTileOffset [[attribute(0)]]; int aDestTileIndex [[attribute(1)]]; int aDestBackdrop [[attribute(2)]]; int aSrcTileIndex [[attribute(3)]]; int aSrcBackdrop [[attribute(4)]]; }; vertex main0_out main0(main0_in in [[stage_in]], constant float2& uFramebufferSize [[buffer(0)]]) { main0_out out = {}; float2 destPosition = float2(int2(in.aDestTileIndex % 256, in.aDestTileIndex / 256) + in.aTileOffset); float2 srcPosition = float2(int2(in.aSrcTileIndex % 256, in.aSrcTileIndex / 256) + in.aTileOffset); destPosition *= (float2(16.0, 4.0) / uFramebufferSize); srcPosition *= (float2(16.0, 4.0) / uFramebufferSize); out.vTexCoord0 = destPosition; out.vTexCoord1 = srcPosition; out.vBackdrop0 = float(in.aDestBackdrop); out.vBackdrop1 = float(in.aSrcBackdrop); if (in.aDestTileIndex < 0) { destPosition = float2(0.0); } destPosition.y = 1.0 - destPosition.y; out.gl_Position = float4(mix(float2(-1.0), float2(1.0), destPosition), 0.0, 1.0); return out; }