| #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; |
| } |
| |