�
�M}20~ b SamplerState smp : register(s0, space0);
Texture2D<float4> debug_pip_tex : register(t1, space0);
static float4 gl_Position;
static int gl_VertexIndex;
static float2 out_texcoord;
struct SPIRV_Cross_Input
{
uint gl_VertexIndex : SV_VertexID;
};
struct SPIRV_Cross_Output
{
float2 out_texcoord : TEXCOORD0;
float4 gl_Position : SV_Position;
};
void vert_main()
{
float2 coord = float2(float((gl_VertexIndex << 1) & 2), float(gl_VertexIndex & 2));
gl_Position = float4((coord * 2.0f) - 1.0f.xx, 0.0f, 1.0f);
out_texcoord = float2(coord.x, 1.0f - coord.y);
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
gl_VertexIndex = int(stage_input.gl_VertexIndex);
vert_main();
SPIRV_Cross_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.out_texcoord = out_texcoord;
return stage_output;
}
� #include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct spvDescriptorSetBuffer0
{
texture2d<float> debug_pip_tex [[id(1)]];
};
struct main0_out
{
float2 out_texcoord [[user(locn0)]];
float4 gl_Position [[position]];
};
vertex main0_out main0(constant spvDescriptorSetBuffer0& spvDescriptorSet0 [[buffer(0)]], uint gl_VertexIndex [[vertex_id]])
{
constexpr sampler smp(filter::linear, mip_filter::linear, compare_func::never, max_anisotropy(1));
main0_out out = {};
float2 coord = float2(float((int(gl_VertexIndex) << 1) & 2), float(int(gl_VertexIndex) & 2));
out.gl_Position = float4((coord * 2.0) - float2(1.0), 0.0, 1.0);
out.out_texcoord = float2(coord.x, 1.0 - coord.y);
return out;
}
� #
>