#include using namespace metal; struct Uniforms { /* 0x0000 */ packed_float2 u_scale; /* 0x0008 */ packed_float2 u_offset; }; struct VertexOutputs { float2 texcoords; float4 position; }; struct tint_symbol_1 { float2 texcoords [[user(locn0)]]; float4 position [[position]]; }; struct tint_array_wrapper { float2 arr[3]; }; struct tint_symbol_3 { float2 texcoord [[user(locn0)]]; }; struct tint_symbol_4 { float4 value [[color(0)]]; }; vertex tint_symbol_1 vs_main(uint VertexIndex [[vertex_id]], constant Uniforms& uniforms [[buffer(0)]]) { tint_array_wrapper texcoord = {.arr={float2(-0.5f, 0.0f), float2(1.5f, 0.0f), float2(0.5f, 2.0f)}}; VertexOutputs output = {}; output.position = float4(((texcoord.arr[VertexIndex] * 2.0f) - float2(1.0f, 1.0f)), 0.0f, 1.0f); bool flipY = (uniforms.u_scale.y < 0.0f); if (flipY) { output.texcoords = ((((texcoord.arr[VertexIndex] * uniforms.u_scale) + uniforms.u_offset) * float2(1.0f, -1.0f)) + float2(0.0f, 1.0f)); } else { output.texcoords = ((((texcoord.arr[VertexIndex] * float2(1.0f, -1.0f)) + float2(0.0f, 1.0f)) * uniforms.u_scale) + uniforms.u_offset); } tint_symbol_1 const tint_symbol_5 = {.texcoords=output.texcoords, .position=output.position}; return tint_symbol_5; } fragment tint_symbol_4 fs_main(texture2d tint_symbol_7 [[texture(2)]], sampler tint_symbol_8 [[sampler(1)]], tint_symbol_3 tint_symbol_2 [[stage_in]]) { float2 const texcoord = tint_symbol_2.texcoord; float2 clampedTexcoord = clamp(texcoord, float2(0.0f, 0.0f), float2(1.0f, 1.0f)); if (!(all((clampedTexcoord == texcoord)))) { discard_fragment(); } float4 srcColor = tint_symbol_7.sample(tint_symbol_8, texcoord); tint_symbol_4 const tint_symbol_6 = {.value=srcColor}; return tint_symbol_6; }