Backlog/depot/content/_shaders/msl/sample.vert.msl

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#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct Scene
{
float3 color;
};
struct type_StructuredBuffer_Scene
{
Scene _m0[1];
};
constant float2 _31 = {};
constant float4 _32 = {};
struct main0_out
{
float4 out_var_TEXCOORD0 [[user(locn0)]];
float4 gl_Position [[position]];
};
vertex main0_out main0(const device type_StructuredBuffer_Scene& test [[buffer(0)]], uint gl_VertexIndex [[vertex_id]])
{
main0_out out = {};
float4 _71;
float2 _72;
if (gl_VertexIndex == 0u)
{
_71 = float4(test._m0[0u].color, 1.0);
_72 = float2(-1.0);
}
else
{
float4 _69;
float2 _70;
if (gl_VertexIndex == 1u)
{
_69 = float4(test._m0[1u].color, 1.0);
_70 = float2(1.0, -1.0);
}
else
{
bool _57 = gl_VertexIndex == 2u;
float4 _66;
if (_57)
{
_66 = float4(test._m0[2u].color, 1.0);
}
else
{
_66 = _32;
}
_69 = _66;
_70 = select(_31, float2(0.0, 1.0), bool2(_57));
}
_71 = _69;
_72 = _70;
}
out.out_var_TEXCOORD0 = _71;
out.gl_Position = float4(_72, 0.0, 1.0);
return out;
}