// Automatically generated from files in pathfinder/shaders/. Do not edit! #pragma clang diagnostic ignored "-Wmissing-prototypes" #include #include using namespace metal; struct spvDescriptorSetBuffer0 { constant float2* uTileSize [[id(0)]]; constant float2* uViewBoxOrigin [[id(1)]]; constant float2* uFramebufferSize [[id(2)]]; constant float2* uStencilTextureSize [[id(3)]]; constant float4* uColor [[id(4)]]; }; struct main0_out { float2 vTexCoord [[user(locn0)]]; float vBackdrop [[user(locn1)]]; float4 vColor [[user(locn2)]]; float4 gl_Position [[position]]; }; struct main0_in { uint2 aTessCoord [[attribute(0)]]; uint3 aTileOrigin [[attribute(1)]]; int aBackdrop [[attribute(2)]]; int aTileIndex [[attribute(3)]]; }; float2 computeTileOffset(thread const uint& tileIndex, thread const float& stencilTextureWidth, thread float2 uTileSize) { uint tilesPerRow = uint(stencilTextureWidth / uTileSize.x); uint2 tileOffset = uint2(tileIndex % tilesPerRow, tileIndex / tilesPerRow); return float2(tileOffset) * uTileSize; } float4 getColor(thread float4 uColor) { return uColor; } void computeVaryings(thread float2 uTileSize, thread uint3& aTileOrigin, thread uint2& aTessCoord, thread float2 uViewBoxOrigin, thread float2 uFramebufferSize, thread int& aTileIndex, thread float2 uStencilTextureSize, thread float2& vTexCoord, thread float& vBackdrop, thread int& aBackdrop, thread float4& vColor, thread float4& gl_Position, thread float4 uColor) { float2 origin = float2(aTileOrigin.xy) + (float2(float(aTileOrigin.z & 15u), float(aTileOrigin.z >> 4u)) * 256.0); float2 pixelPosition = ((origin + float2(aTessCoord)) * uTileSize) + uViewBoxOrigin; float2 position = (((pixelPosition / uFramebufferSize) * 2.0) - float2(1.0)) * float2(1.0, -1.0); uint param = uint(aTileIndex); float param_1 = uStencilTextureSize.x; float2 maskTexCoordOrigin = computeTileOffset(param, param_1, uTileSize); float2 maskTexCoord = maskTexCoordOrigin + (float2(aTessCoord) * uTileSize); vTexCoord = maskTexCoord / uStencilTextureSize; vBackdrop = float(aBackdrop); vColor = getColor(uColor); gl_Position = float4(position, 0.0, 1.0); } vertex main0_out main0(main0_in in [[stage_in]], constant spvDescriptorSetBuffer0& spvDescriptorSet0 [[buffer(0)]]) { main0_out out = {}; computeVaryings((*spvDescriptorSet0.uTileSize), in.aTileOrigin, in.aTessCoord, (*spvDescriptorSet0.uViewBoxOrigin), (*spvDescriptorSet0.uFramebufferSize), in.aTileIndex, (*spvDescriptorSet0.uStencilTextureSize), out.vTexCoord, out.vBackdrop, in.aBackdrop, out.vColor, out.gl_Position, (*spvDescriptorSet0.uColor)); return out; }