blob: 9f88b264e2c97641370dad4a1a5b194754c0f47c [file] [log] [blame]
#include <metal_stdlib>
using namespace metal;
struct vertexUniformBuffer1 {
/* 0x0000 */ float2x2 transform1;
};
struct vertexUniformBuffer2 {
/* 0x0000 */ float2x2 transform2;
};
struct tint_symbol_1 {
float4 value [[position]];
};
struct tint_array_wrapper {
float2 arr[3];
};
float4 tint_symbol_inner(constant vertexUniformBuffer1& x_20, constant vertexUniformBuffer2& x_26, uint gl_VertexIndex) {
tint_array_wrapper indexable = {};
float2x2 const x_23 = x_20.transform1;
float2x2 const x_28 = x_26.transform2;
uint const x_46 = gl_VertexIndex;
tint_array_wrapper const tint_symbol_2 = {.arr={float2(-1.0f, 1.0f), float2(1.0f, 1.0f), float2(-1.0f, -1.0f)}};
indexable = tint_symbol_2;
float2 const x_51 = indexable.arr[x_46];
float2 const x_52 = (float2x2((x_23[0u] + x_28[0u]), (x_23[1u] + x_28[1u])) * x_51);
return float4(x_52.x, x_52.y, 0.0f, 1.0f);
}
vertex tint_symbol_1 tint_symbol(uint gl_VertexIndex [[vertex_id]], constant vertexUniformBuffer1& x_20 [[buffer(0)]], constant vertexUniformBuffer2& x_26 [[buffer(1)]]) {
float4 const inner_result = tint_symbol_inner(x_20, x_26, gl_VertexIndex);
tint_symbol_1 wrapper_result = {};
wrapper_result.value = inner_result;
return wrapper_result;
}