Backlog/lib/sdl3/content/_cooked/msl/hello-triangle.vert.msl

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#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct type_TransformBuffer
{
float4x4 modelMatrix;
float4x4 viewMatrix;
float4x4 projectionMatrix;
float time;
};
struct Scene
{
float4 color;
};
struct type_StructuredBuffer_Scene
{
Scene _m0[1];
};
struct Scene2
{
float4 color;
float4 lmfao;
};
struct type_StructuredBuffer_Scene2
{
Scene2 _m0[1];
};
constant float2 _40 = {};
constant float4 _41 = {};
struct main0_out
{
float4 out_var_TEXCOORD0 [[user(locn0)]];
float4 gl_Position [[position]];
};
vertex main0_out main0(constant type_TransformBuffer& TransformBuffer [[buffer(0)]], const device type_StructuredBuffer_Scene& test [[buffer(1)]], const device type_StructuredBuffer_Scene2& test2 [[buffer(2)]], uint gl_VertexIndex [[vertex_id]])
{
main0_out out = {};
float4 _68;
float2 _69;
if (gl_VertexIndex == 0u)
{
_68 = test._m0[0u].color;
_69 = float2(-1.0);
}
else
{
float4 _66;
float2 _67;
if (gl_VertexIndex == 1u)
{
_66 = test2._m0[1u].color;
_67 = float2(1.0, -1.0);
}
else
{
bool _58 = gl_VertexIndex == 2u;
float4 _63;
if (_58)
{
_63 = test._m0[2u].color;
}
else
{
_63 = _41;
}
_66 = _63;
_67 = select(_40, float2(0.0, 1.0), bool2(_58));
}
_68 = _66;
_69 = _67;
}
out.out_var_TEXCOORD0 = _68;
out.gl_Position = TransformBuffer.modelMatrix * float4(_69, 0.0, 1.0);
return out;
}