blob: f6a67c2fb3cd49aa8898a84c225206bed24ce7c9 [file] [log] [blame]
#include <metal_stdlib>
using namespace metal;
struct Output {
float4 Position;
float4 color;
};
template<typename T, size_t N>
struct tint_array {
const constant T& operator[](size_t i) const constant { return elements[i]; }
device T& operator[](size_t i) device { return elements[i]; }
const device T& operator[](size_t i) const device { return elements[i]; }
thread T& operator[](size_t i) thread { return elements[i]; }
const thread T& operator[](size_t i) const thread { return elements[i]; }
threadgroup T& operator[](size_t i) threadgroup { return elements[i]; }
const threadgroup T& operator[](size_t i) const threadgroup { return elements[i]; }
T elements[N];
};
struct tint_symbol_outputs {
float4 Output_Position [[position]];
float4 Output_color [[user(locn0)]];
};
Output tint_symbol_inner(uint VertexIndex, uint InstanceIndex) {
tint_array<float2, 4> const zv = tint_array<float2, 4>{float2(0.20000000298023223877f), float2(0.30000001192092895508f), float2(-0.10000000149011611938f), float2(1.10000002384185791016f)};
float const z = zv[InstanceIndex][0u];
Output output = {};
output.Position = float4(0.5f, 0.5f, z, 1.0f);
tint_array<float4, 4> const colors = tint_array<float4, 4>{float4(1.0f, 0.0f, 0.0f, 1.0f), float4(0.0f, 1.0f, 0.0f, 1.0f), float4(0.0f, 0.0f, 1.0f, 1.0f), float4(1.0f)};
output.color = colors[InstanceIndex];
return output;
}
vertex tint_symbol_outputs tint_symbol(uint VertexIndex [[vertex_id]], uint InstanceIndex [[instance_id]]) {
Output const v = tint_symbol_inner(VertexIndex, InstanceIndex);
tint_symbol_outputs tint_wrapper_result = {};
tint_wrapper_result.Output_Position = v.Position;
tint_wrapper_result.Output_color = v.color;
return tint_wrapper_result;
}