Backlog/projects/archive/minimal/content/_shaders/msl/rect.vert.msl

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#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct Scene
{
float2 imagePosition;
float2 _imageSize;
float2 anchorPoint;
float2 scale;
float alpha;
float borderWidth;
uint flags;
float4 baseColor;
float4 rounding;
float4 edgeColor;
};
struct type_StructuredBuffer_Scene
{
Scene _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)]];
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_Scene& scene [[buffer(1)]], uint gl_InstanceIndex [[instance_id]])
{
main0_out out = {};
float2 _63 = scene._m0[gl_InstanceIndex]._imageSize / Uniforms.Extents;
float2 _69 = (((scene._m0[gl_InstanceIndex].imagePosition / Uniforms.Extents) * 2.0) - float2(1.0)) - ((scene._m0[gl_InstanceIndex].anchorPoint * _63) * scene._m0[gl_InstanceIndex].scale);
float2 _99 = ((in.in_var_TEXCOORD0.xy - scene._m0[gl_InstanceIndex].anchorPoint) * float2(0.5)) * scene._m0[gl_InstanceIndex]._imageSize;
_99.y = scene._m0[gl_InstanceIndex]._imageSize.y - _99.y;
out.out_var_TEXCOORD0 = scene._m0[gl_InstanceIndex].baseColor;
out.out_var_TEXCOORD1 = float2(1.0 - in.in_var_TEXCOORD3.x, in.in_var_TEXCOORD3.y);
out.out_var_TEXCOORD2 = _99;
out.out_var_TEXCOORD3 = gl_InstanceIndex;
out.gl_Position = float4(_69.x + ((in.in_var_TEXCOORD0.x * _63.x) * scene._m0[gl_InstanceIndex].scale.x), _69.y + (((-in.in_var_TEXCOORD0.y) * _63.y) * scene._m0[gl_InstanceIndex].scale.y), in.in_var_TEXCOORD0.z, 1.0);
return out;
}