#include #include using namespace metal; struct FontInfo { float2 position; float2 size; uint isSdf; uint pad0; float2 pad2; }; struct type_StructuredBuffer_FontInfo { FontInfo _m0[1]; }; constant float _43 = {}; struct main0_out { float4 out_var_SV_Target0 [[color(0)]]; }; struct main0_in { uint in_var_TEXCOORD0 [[user(locn0)]]; float2 in_var_TEXCOORD1 [[user(locn1)]]; uint in_var_TEXCOORD3 [[user(locn3)]]; }; fragment main0_out main0(main0_in in [[stage_in]], const device type_StructuredBuffer_FontInfo& fontBuffer [[buffer(0)]], texture2d Texture0 [[texture(0)]], sampler Sampler0 [[sampler(0)]]) { main0_out out = {}; float4 _51 = Texture0.sample(Sampler0, in.in_var_TEXCOORD1); float4 _65 = float4(float(in.in_var_TEXCOORD0 & 255u) * 0.0039215688593685626983642578125, float((in.in_var_TEXCOORD0 >> 8u) & 255u) * 0.0039215688593685626983642578125, float((in.in_var_TEXCOORD0 >> 16u) & 255u) * 0.0039215688593685626983642578125, _43); float4 _73; if (fontBuffer._m0[in.in_var_TEXCOORD3].isSdf == 0u) { float3 _71 = powr(_65.xyz, float3(2.2000000476837158203125)); _73 = float4(_71.x, _71.y, _71.z, _65.w); } else { _73 = _65; } float _74 = _51.x; out.out_var_SV_Target0 = float4(1.0, 1.0, 1.0, _74) + (float4(_73.xyz, _74) * 9.9999997473787516355514526367188e-06); return out; }