SPIRV-Cross/reference/opt/shaders-msl/tese/water_tess.tese

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#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct UBO
{
float4x4 uMVP;
float4 uScale;
float2 uInvScale;
float3 uCamPos;
float2 uPatchSize;
float2 uInvHeightmapSize;
};
struct main0_out
{
float3 vWorld [[user(locn0)]];
float4 vGradNormalTex [[user(locn1)]];
float4 gl_Position [[position]];
};
struct main0_patchIn
{
float2 vOutPatchPosBase [[attribute(0)]];
float4 vPatchLods [[attribute(1)]];
};
[[ patch(quad, 0) ]] vertex main0_out main0(main0_patchIn patchIn [[stage_in]], constant UBO& _31 [[buffer(0)]], texture2d<float> uHeightmapDisplacement [[texture(0)]], sampler uHeightmapDisplacementSmplr [[sampler(0)]], float2 gl_TessCoordIn [[position_in_patch]])
{
main0_out out = {};
float3 gl_TessCoord = float3(gl_TessCoordIn.x, gl_TessCoordIn.y, 0.0);
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float2 _202 = fma(gl_TessCoord.xy, _31.uPatchSize, patchIn.vOutPatchPosBase);
float2 _216 = mix(patchIn.vPatchLods.yx, patchIn.vPatchLods.zw, float2(gl_TessCoord.x));
float _223 = mix(_216.x, _216.y, gl_TessCoord.y);
float _225 = floor(_223);
float2 _141 = _31.uInvHeightmapSize * exp2(_225);
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out.vGradNormalTex = float4(fma(_202, _31.uInvHeightmapSize, _31.uInvHeightmapSize * 0.5), (_202 * _31.uInvHeightmapSize) * _31.uScale.zw);
float3 _256 = mix(uHeightmapDisplacement.sample(uHeightmapDisplacementSmplr, fma(_202, _31.uInvHeightmapSize, _141 * 0.5), level(_225)).xyz, uHeightmapDisplacement.sample(uHeightmapDisplacementSmplr, fma(_202, _31.uInvHeightmapSize, _141 * 1.0), level(_225 + 1.0)).xyz, float3(_223 - _225));
float2 _171 = fma(_202, _31.uScale.xy, _256.yz);
out.vWorld = float3(_171.x, _256.x, _171.y);
out.gl_Position = _31.uMVP * float4(out.vWorld, 1.0);
return out;
}