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

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#include <metal_stdlib>
#include <simd/simd.h>
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;
}