2021-05-18 09:24:18 +00:00
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#include <metal_stdlib>
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using namespace metal;
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struct Uniforms {
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/* 0x0000 */ float4x4 modelViewProjectionMatrix;
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};
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struct VertexInput {
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float4 cur_position;
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float4 color;
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};
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struct VertexOutput {
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float4 vtxFragColor;
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float4 Position;
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};
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struct tint_symbol_1 {
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float4 cur_position [[attribute(0)]];
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float4 color [[attribute(1)]];
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};
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struct tint_symbol_2 {
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float4 vtxFragColor [[user(locn0)]];
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float4 Position [[position]];
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};
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struct tint_symbol_4 {
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float4 fragColor [[user(locn0)]];
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};
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struct tint_symbol_5 {
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float4 value [[color(0)]];
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};
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vertex tint_symbol_2 vtx_main(tint_symbol_1 tint_symbol [[stage_in]], constant Uniforms& uniforms [[buffer(0)]]) {
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2021-05-18 10:28:48 +00:00
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VertexInput const input = {tint_symbol.cur_position, tint_symbol.color};
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2021-05-18 09:24:18 +00:00
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VertexOutput output = {};
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output.Position = (uniforms.modelViewProjectionMatrix * input.cur_position);
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output.vtxFragColor = input.color;
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2021-06-01 12:08:20 +00:00
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tint_symbol_2 const tint_symbol_6 = {output.vtxFragColor, output.Position};
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return tint_symbol_6;
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2021-05-18 09:24:18 +00:00
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}
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fragment tint_symbol_5 frag_main(tint_symbol_4 tint_symbol_3 [[stage_in]]) {
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2021-05-18 10:28:48 +00:00
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float4 const fragColor = tint_symbol_3.fragColor;
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2021-06-01 12:08:20 +00:00
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tint_symbol_5 const tint_symbol_7 = {fragColor};
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return tint_symbol_7;
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2021-05-18 09:24:18 +00:00
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}
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