| #include <metal_stdlib> |
| |
| using namespace metal; |
| struct Uniforms { |
| /* 0x0000 */ float2 u_scale; |
| /* 0x0008 */ float2 u_offset; |
| }; |
| struct VertexOutputs { |
| float2 texcoords; |
| float4 position; |
| }; |
| struct tint_symbol { |
| float2 texcoords [[user(locn0)]]; |
| float4 position [[position]]; |
| }; |
| struct tint_array_wrapper { |
| float2 arr[3]; |
| }; |
| struct tint_symbol_2 { |
| float2 texcoord [[user(locn0)]]; |
| }; |
| struct tint_symbol_3 { |
| float4 value [[color(0)]]; |
| }; |
| |
| VertexOutputs vs_main_inner(uint VertexIndex, const constant Uniforms* const tint_symbol_4) { |
| 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 = ((*(tint_symbol_4)).u_scale[1] < 0.0f); |
| if (flipY) { |
| output.texcoords = ((((texcoord.arr[VertexIndex] * (*(tint_symbol_4)).u_scale) + (*(tint_symbol_4)).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)) * (*(tint_symbol_4)).u_scale) + (*(tint_symbol_4)).u_offset); |
| } |
| return output; |
| } |
| |
| vertex tint_symbol vs_main(const constant Uniforms* tint_symbol_5 [[buffer(0)]], uint VertexIndex [[vertex_id]]) { |
| VertexOutputs const inner_result = vs_main_inner(VertexIndex, tint_symbol_5); |
| tint_symbol wrapper_result = {}; |
| wrapper_result.texcoords = inner_result.texcoords; |
| wrapper_result.position = inner_result.position; |
| return wrapper_result; |
| } |
| |
| float4 fs_main_inner(float2 texcoord, texture2d<float, access::sample> tint_symbol_6, sampler tint_symbol_7) { |
| float2 clampedTexcoord = clamp(texcoord, float2(0.0f, 0.0f), float2(1.0f, 1.0f)); |
| if (!(all((clampedTexcoord == texcoord)))) { |
| discard_fragment(); |
| } |
| float4 srcColor = tint_symbol_6.sample(tint_symbol_7, texcoord); |
| return srcColor; |
| } |
| |
| fragment tint_symbol_3 fs_main(texture2d<float, access::sample> tint_symbol_8 [[texture(0)]], sampler tint_symbol_9 [[sampler(0)]], tint_symbol_2 tint_symbol_1 [[stage_in]]) { |
| float4 const inner_result_1 = fs_main_inner(tint_symbol_1.texcoord, tint_symbol_8, tint_symbol_9); |
| tint_symbol_3 wrapper_result_1 = {}; |
| wrapper_result_1.value = inner_result_1; |
| return wrapper_result_1; |
| } |
| |