44 lines
1.3 KiB
Metal
44 lines
1.3 KiB
Metal
// Automatically generated from files in pathfinder/shaders/. Do not edit!
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#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct spvDescriptorSetBuffer0
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{
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constant float2* uTileSize [[id(0)]];
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constant float4x4* uTransform [[id(1)]];
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};
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struct main0_out
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{
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float3 vMaskTexCoord0 [[user(locn0)]];
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float3 vMaskTexCoord1 [[user(locn1)]];
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float2 vColorTexCoord0 [[user(locn2)]];
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float2 vColorTexCoord1 [[user(locn3)]];
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float4 gl_Position [[position]];
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};
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struct main0_in
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{
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int2 aTilePosition [[attribute(0)]];
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float2 aColorTexCoord0 [[attribute(1)]];
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float2 aColorTexCoord1 [[attribute(2)]];
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float2 aMaskTexCoord0 [[attribute(3)]];
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float2 aMaskTexCoord1 [[attribute(4)]];
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int2 aMaskBackdrop [[attribute(5)]];
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};
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vertex main0_out main0(main0_in in [[stage_in]], constant spvDescriptorSetBuffer0& spvDescriptorSet0 [[buffer(0)]])
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{
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main0_out out = {};
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float2 position = float2(in.aTilePosition) * (*spvDescriptorSet0.uTileSize);
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out.vColorTexCoord0 = in.aColorTexCoord0;
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out.vColorTexCoord1 = in.aColorTexCoord1;
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out.vMaskTexCoord0 = float3(in.aMaskTexCoord0, float(in.aMaskBackdrop.x));
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out.vMaskTexCoord1 = float3(in.aMaskTexCoord1, float(in.aMaskBackdrop.y));
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out.gl_Position = (*spvDescriptorSet0.uTransform) * float4(position, 0.0, 1.0);
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return out;
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}
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