// Automatically generated from files in pathfinder/shaders/. Do not edit! #include #include using namespace metal; struct main0_out { float2 vMaskTexCoord [[user(locn0)]]; float vBackdrop [[user(locn1)]]; float4 gl_Position [[position]]; }; struct main0_in { float2 aPosition [[attribute(0)]]; float2 aMaskTexCoord [[attribute(1)]]; int aBackdrop [[attribute(2)]]; }; vertex main0_out main0(main0_in in [[stage_in]]) { main0_out out = {}; out.vMaskTexCoord = in.aMaskTexCoord; out.vBackdrop = float(in.aBackdrop); out.gl_Position = float4(mix(float2(-1.0), float2(1.0), in.aPosition), 0.0, 1.0); return out; }