// 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)]]; float2 vMaskTexCoord [[user(locn1)]]; float vOpacity [[user(locn2)]]; float4 gl_Position [[position]]; }; struct main0_in { int2 aTilePosition [[attribute(0)]]; float2 aColorTexCoord [[attribute(1)]]; float2 aMaskTexCoord [[attribute(2)]]; float aOpacity [[attribute(3)]]; }; 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.vMaskTexCoord = in.aMaskTexCoord; out.vColorTexCoord = in.aColorTexCoord; out.vOpacity = in.aOpacity; out.gl_Position = (*spvDescriptorSet0.uTransform) * float4(position, 0.0, 1.0); return out; }