Backlog/tools/scripts/content/_shaders/msl/test.vert.msl

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#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct Scene
{
float4 color;
};
struct type_StructuredBuffer_Scene
{
Scene _m0[1];
};
constant float2 _30 = {};
constant float4 _31 = {};
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 _58;
float2 _59;
if (gl_VertexIndex == 0u)
{
_58 = test._m0[0u].color;
_59 = float2(-1.0);
}
else
{
float4 _56;
float2 _57;
if (gl_VertexIndex == 1u)
{
_56 = test._m0[1u].color;
_57 = float2(1.0, -1.0);
}
else
{
bool _48 = gl_VertexIndex == 2u;
float4 _53;
if (_48)
{
_53 = test._m0[2u].color;
}
else
{
_53 = _31;
}
_56 = _53;
_57 = select(_30, float2(0.0, 1.0), bool2(_48));
}
_58 = _56;
_59 = _57;
}
out.out_var_TEXCOORD0 = _58;
out.gl_Position = float4(_59, 0.0, 1.0);
return out;
}