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29 lines
878 B
GLSL
29 lines
878 B
GLSL
#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct main0_out
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{
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float4 gl_Position [[position]];
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};
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struct main0_patchIn
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{
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float4 gl_TessLevel [[attribute(0)]];
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};
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[[ patch(triangle, 0) ]] vertex main0_out main0(main0_patchIn patchIn [[stage_in]], float3 gl_TessCoord [[position_in_patch]])
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{
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main0_out out = {};
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float gl_TessLevelInner[2] = {};
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float gl_TessLevelOuter[4] = {};
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gl_TessLevelInner[0] = patchIn.gl_TessLevel.w;
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gl_TessLevelOuter[0] = patchIn.gl_TessLevel.x;
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gl_TessLevelOuter[1] = patchIn.gl_TessLevel.y;
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gl_TessLevelOuter[2] = patchIn.gl_TessLevel.z;
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out.gl_Position = float4((gl_TessCoord.x * gl_TessLevelInner[0]) * gl_TessLevelOuter[0], (gl_TessCoord.y * gl_TessLevelInner[0]) * gl_TessLevelOuter[1], (gl_TessCoord.z * gl_TessLevelInner[0]) * gl_TessLevelOuter[2], 1.0);
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return out;
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}
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