// 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 { float3 vMaskTexCoord0 [[user(locn0)]]; float3 vMaskTexCoord1 [[user(locn1)]]; float2 vColorTexCoord0 [[user(locn2)]]; float2 vColorTexCoord1 [[user(locn3)]]; float4 gl_Position [[position]]; }; struct main0_in { int2 aTilePosition [[attribute(0)]]; float2 aColorTexCoord0 [[attribute(1)]]; float2 aColorTexCoord1 [[attribute(2)]]; float2 aMaskTexCoord0 [[attribute(3)]]; float2 aMaskTexCoord1 [[attribute(4)]]; int2 aMaskBackdrop [[attribute(5)]]; }; vertex main0_out main0(main0_in in [[stage_in]], constant spvDescriptorSetBuffer0& spvDescriptorSet0 [[buffer(0)]]) { main0_out out = {}; float2 position = float2(in.aTilePosition) * (*spvDescriptorSet0.uTileSize); out.vColorTexCoord0 = in.aColorTexCoord0; out.vColorTexCoord1 = in.aColorTexCoord1; out.vMaskTexCoord0 = float3(in.aMaskTexCoord0, float(in.aMaskBackdrop.x)); out.vMaskTexCoord1 = float3(in.aMaskTexCoord1, float(in.aMaskBackdrop.y)); out.gl_Position = (*spvDescriptorSet0.uTransform) * float4(position, 0.0, 1.0); return out; }