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

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#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct FontInfo
{
float2 position;
float2 size;
uint isSdf;
uint pad0;
float2 pad2;
};
struct type_StructuredBuffer_FontInfo
{
FontInfo _m0[1];
};
struct type_Uniforms
{
float2 Extents;
};
struct main0_out
{
uint 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
{
float2 in_var_TEXCOORD0 [[attribute(0)]];
float2 in_var_TEXCOORD1 [[attribute(1)]];
uint in_var_TEXCOORD2 [[attribute(2)]];
};
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 _46 = in.in_var_TEXCOORD0 + fontBuffer._m0[gl_InstanceIndex].position;
float2 _51 = ((_46 / Uniforms.Extents) * 2.0) + float2(-1.0);
float4 _54 = float4(_51, 0.0, 1.0);
_54.y = -_51.y;
out.out_var_TEXCOORD0 = in.in_var_TEXCOORD2;
out.out_var_TEXCOORD1 = in.in_var_TEXCOORD1;
out.out_var_TEXCOORD2 = _46;
out.out_var_TEXCOORD3 = gl_InstanceIndex;
out.gl_Position = _54;
return out;
}