2021-08-12 19:47:20 +00:00
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#include <metal_stdlib>
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2021-06-10 18:49:14 +00:00
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2021-08-12 19:47:20 +00:00
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using namespace metal;
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struct vertexUniformBuffer1 {
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/* 0x0000 */ float2x2 transform1;
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};
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struct vertexUniformBuffer2 {
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/* 0x0000 */ float2x2 transform2;
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};
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struct tint_symbol_1 {
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float4 value [[position]];
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};
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struct tint_array_wrapper {
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float2 arr[3];
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};
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2021-08-12 19:47:20 +00:00
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float4 tint_symbol_inner(constant vertexUniformBuffer1& x_20, constant vertexUniformBuffer2& x_26, uint gl_VertexIndex) {
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tint_array_wrapper indexable = {};
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float2x2 const x_23 = x_20.transform1;
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float2x2 const x_28 = x_26.transform2;
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uint const x_46 = gl_VertexIndex;
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tint_array_wrapper const tint_symbol_2 = {.arr={float2(-1.0f, 1.0f), float2(1.0f, 1.0f), float2(-1.0f, -1.0f)}};
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indexable = tint_symbol_2;
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float2 const x_51 = indexable.arr[x_46];
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float2 const x_52 = (float2x2((x_23[0u] + x_28[0u]), (x_23[1u] + x_28[1u])) * x_51);
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return float4(x_52.x, x_52.y, 0.0f, 1.0f);
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}
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2021-06-10 18:49:14 +00:00
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2021-08-12 19:47:20 +00:00
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vertex tint_symbol_1 tint_symbol(uint gl_VertexIndex [[vertex_id]], constant vertexUniformBuffer1& x_20 [[buffer(0)]], constant vertexUniformBuffer2& x_26 [[buffer(1)]]) {
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float4 const inner_result = tint_symbol_inner(x_20, x_26, gl_VertexIndex);
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tint_symbol_1 wrapper_result = {};
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wrapper_result.value = inner_result;
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return wrapper_result;
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}
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2021-06-10 18:49:14 +00:00
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