2021-06-03 09:38:34 +00:00
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#include <metal_stdlib>
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using namespace metal;
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struct FragmentInputs0 {
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float4 position;
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int loc0;
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};
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struct FragmentInputs1 {
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float4 loc3;
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uint sample_mask;
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};
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2021-06-04 14:40:28 +00:00
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struct tint_symbol_4 {
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2021-06-03 09:38:34 +00:00
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int loc0 [[user(locn0)]];
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uint loc1 [[user(locn1)]];
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float loc2 [[user(locn2)]];
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float4 loc3 [[user(locn3)]];
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};
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2021-06-04 14:40:28 +00:00
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fragment void tint_symbol(float4 tint_symbol_2 [[position]], bool front_facing [[front_facing]], uint sample_index [[sample_id]], uint tint_symbol_3 [[sample_mask]], tint_symbol_4 tint_symbol_1 [[stage_in]]) {
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FragmentInputs0 const inputs0 = {.position=tint_symbol_2, .loc0=tint_symbol_1.loc0};
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2021-06-03 09:38:34 +00:00
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uint const loc1 = tint_symbol_1.loc1;
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2021-06-04 14:40:28 +00:00
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FragmentInputs1 const inputs1 = {.loc3=tint_symbol_1.loc3, .sample_mask=tint_symbol_3};
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2021-06-03 09:38:34 +00:00
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float const loc2 = tint_symbol_1.loc2;
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if (front_facing) {
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float4 const foo = inputs0.position;
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uint const bar = (sample_index + inputs1.sample_mask);
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int const i = inputs0.loc0;
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uint const u = loc1;
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float const f = loc2;
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float4 const v = inputs1.loc3;
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}
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return;
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}
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