#include #include using namespace metal; struct FontInfo { float2 position; float size; uint isSdf; uint pad0; packed_float2 pad2; char _m0_final_padding[4]; }; struct type_StructuredBuffer_FontInfo { FontInfo _m0[1]; }; struct type_Uniforms { float2 Extents; }; struct main0_out { float4 out_var_TEXCOORD0 [[user(locn0)]]; float2 out_var_TEXCOORD1 [[user(locn1)]]; float2 out_var_TEXCOORD2 [[user(locn2)]]; uint out_var_TEXCOORD3 [[user(locn3)]]; float4 gl_Position [[position]]; }; struct main0_in { float3 in_var_TEXCOORD0 [[attribute(0)]]; float4 in_var_TEXCOORD2 [[attribute(2)]]; float2 in_var_TEXCOORD3 [[attribute(3)]]; }; vertex main0_out main0(main0_in in [[stage_in]], constant type_Uniforms& Uniforms [[buffer(0)]], const device type_StructuredBuffer_FontInfo& fontBuffer [[buffer(1)]], uint gl_InstanceIndex [[instance_id]]) { main0_out out = {}; float2 _51 = in.in_var_TEXCOORD0.xy + fontBuffer._m0[gl_InstanceIndex].position; out.out_var_TEXCOORD0 = in.in_var_TEXCOORD2; out.out_var_TEXCOORD1 = in.in_var_TEXCOORD3; out.out_var_TEXCOORD2 = _51; out.out_var_TEXCOORD3 = gl_InstanceIndex; out.gl_Position = float4(((_51 / Uniforms.Extents) * 2.0) + float2(-1.0), in.in_var_TEXCOORD0.z, 1.0); return out; }