// 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 float4x4* uTransform [[id(1)]]; constant float4* uColor [[id(2)]]; }; struct main0_out { float4 vColor [[user(locn0)]]; float4 gl_Position [[position]]; }; struct main0_in { uint2 aTessCoord [[attribute(0)]]; int2 aTileOrigin [[attribute(1)]]; }; float4 getColor(thread float4 uColor) { return uColor; } void computeVaryings(thread int2& aTileOrigin, thread uint2& aTessCoord, thread float2 uTileSize, thread float4& vColor, thread float4& gl_Position, thread float4x4 uTransform, thread float4 uColor) { float2 position = float2(aTileOrigin + int2(aTessCoord)) * uTileSize; vColor = getColor(uColor); gl_Position = uTransform * float4(position, 0.0, 1.0); } vertex main0_out main0(main0_in in [[stage_in]], constant spvDescriptorSetBuffer0& spvDescriptorSet0 [[buffer(0)]]) { main0_out out = {}; computeVaryings(in.aTileOrigin, in.aTessCoord, (*spvDescriptorSet0.uTileSize), out.vColor, out.gl_Position, (*spvDescriptorSet0.uTransform), (*spvDescriptorSet0.uColor)); return out; }