blob: 8ca24e39cf4a0846e775564ee03600bd97cfa79d [file] [edit]
#include <metal_stdlib>
using namespace metal;
struct FragmentInputs0 {
float4 position;
int loc0;
};
struct FragmentInputs1 {
float4 loc3;
half3 loc5;
uint sample_mask;
};
struct tint_symbol_inputs {
int FragmentInputs0_loc0 [[user(locn0)]] [[flat]];
uint loc1 [[user(locn1)]] [[flat]];
float4 FragmentInputs1_loc3 [[user(locn3)]];
half3 FragmentInputs1_loc5 [[user(locn5)]];
float loc2 [[user(locn2)]];
half loc4 [[user(locn4)]];
};
void tint_symbol_inner(FragmentInputs0 inputs0, bool front_facing, uint loc1, uint sample_index, FragmentInputs1 inputs1, float loc2, half loc4) {
if (front_facing) {
float4 const foo = inputs0.position;
uint const bar = (sample_index + inputs1.sample_mask);
int const i = inputs0.loc0;
uint const u = loc1;
float const f = loc2;
float4 const v = inputs1.loc3;
half const x = loc4;
half3 const y = inputs1.loc5;
}
}
fragment void tint_symbol(float4 FragmentInputs0_position [[position]], tint_symbol_inputs inputs [[stage_in]], bool front_facing [[front_facing]], uint sample_index [[sample_id]], uint FragmentInputs1_sample_mask [[sample_mask]]) {
FragmentInputs0 const v_1 = FragmentInputs0{.position=FragmentInputs0_position, .loc0=inputs.FragmentInputs0_loc0};
tint_symbol_inner(v_1, front_facing, inputs.loc1, sample_index, FragmentInputs1{.loc3=inputs.FragmentInputs1_loc3, .loc5=inputs.FragmentInputs1_loc5, .sample_mask=FragmentInputs1_sample_mask}, inputs.loc2, inputs.loc4);
}