���w��C � static float4 gl_Position;
static int gl_VertexIndex;
static float2 outUV;
struct SPIRV_Cross_Input
{
uint gl_VertexIndex : SV_VertexID;
};
struct SPIRV_Cross_Output
{
float2 outUV : TEXCOORD0;
float4 gl_Position : SV_Position;
};
void vert_main()
{
float2 points = float2(float((gl_VertexIndex << 1) & 2), float(gl_VertexIndex & 2));
gl_Position = float4((points * 2.0f) - 1.0f.xx, 0.0f, 1.0f);
outUV = float2(points.x, 1.0f - points.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.outUV = outUV;
return stage_output;
}
� #include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct main0_out
{
float2 outUV [[user(locn0)]];
float4 gl_Position [[position]];
};
vertex main0_out main0(uint gl_VertexIndex [[vertex_id]])
{
main0_out out = {};
float2 points = float2(float((int(gl_VertexIndex) << 1) & 2), float(int(gl_VertexIndex) & 2));
out.gl_Position = float4((points * 2.0) - float2(1.0), 0.0, 1.0);
out.outUV = float2(points.x, 1.0 - points.y);
return out;
}
D #
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