| #include <metal_stdlib> |
| |
| 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<float, access::sample> 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; |
| } |
| |