| #include <metal_stdlib> |
| |
| using namespace metal; |
| struct main_out { |
| uint x_4_1; |
| float4 gl_Position; |
| }; |
| struct tint_symbol_2 { |
| float2 x_3_param [[attribute(0)]]; |
| }; |
| struct tint_symbol_3 { |
| uint x_4_1 [[user(locn0)]]; |
| float4 gl_Position [[position]]; |
| }; |
| |
| void main_1(thread float2* const tint_symbol_5, thread uint* const tint_symbol_6, thread float4* const tint_symbol_7) { |
| float const x_30 = (*(tint_symbol_5)).x; |
| float const x_36 = (*(tint_symbol_5)).y; |
| *(tint_symbol_6) = (uint((((x_30 + 1.027777791f) * 18.0f) - 1.0f)) + (uint((((x_36 + 1.027777791f) * 18.0f) - 1.0f)) * 36u)); |
| float2 const x_43 = *(tint_symbol_5); |
| *(tint_symbol_7) = float4(x_43.x, x_43.y, 0.0f, 1.0f); |
| return; |
| } |
| |
| main_out tint_symbol_inner(float2 x_3_param, thread float2* const tint_symbol_8, thread uint* const tint_symbol_9, thread float4* const tint_symbol_10) { |
| *(tint_symbol_8) = x_3_param; |
| main_1(tint_symbol_8, tint_symbol_9, tint_symbol_10); |
| main_out const tint_symbol_4 = {.x_4_1=*(tint_symbol_9), .gl_Position=*(tint_symbol_10)}; |
| return tint_symbol_4; |
| } |
| |
| vertex tint_symbol_3 tint_symbol(tint_symbol_2 tint_symbol_1 [[stage_in]]) { |
| thread float2 tint_symbol_11 = 0.0f; |
| thread uint tint_symbol_12 = 0u; |
| thread float4 tint_symbol_13 = 0.0f; |
| main_out const inner_result = tint_symbol_inner(tint_symbol_1.x_3_param, &(tint_symbol_11), &(tint_symbol_12), &(tint_symbol_13)); |
| tint_symbol_3 wrapper_result = {}; |
| wrapper_result.x_4_1 = inner_result.x_4_1; |
| wrapper_result.gl_Position = inner_result.gl_Position; |
| return wrapper_result; |
| } |
| |