SPIRV-Cross/reference/opt/shaders-msl/frag/barycentric-nv.msl22.frag

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#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct Vertices
{
float2 uvs[1];
};
struct main0_out
{
float2 value [[color(0)]];
};
struct main0_in
{
float3 gl_BaryCoordNV [[barycentric_coord, center_perspective]];
};
fragment main0_out main0(main0_in in [[stage_in]], const device Vertices& _19 [[buffer(0)]], uint gl_PrimitiveID [[primitive_id]])
{
main0_out out = {};
int _23 = 3 * int(gl_PrimitiveID);
out.value = ((_19.uvs[_23] * in.gl_BaryCoordNV.x) + (_19.uvs[_23 + 1] * in.gl_BaryCoordNV.y)) + (_19.uvs[_23 + 2] * in.gl_BaryCoordNV.z);
return out;
}