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(1)]], texture2d<float> uHeightmapDisplacement [[texture(0)]], sampler uHeightmapDisplacementSmplr [[sampler(0)]], float2 gl_TessCoord [[position_in_patch]])
{
main0_out out = {};
float2 _201 = patchIn.vOutPatchPosBase + (float3(gl_TessCoord, 0).xy * _31.uPatchSize);
float2 _214 = mix(patchIn.vPatchLods.yx, patchIn.vPatchLods.zw, float2(float3(gl_TessCoord, 0).x));
float _221 = mix(_214.x, _214.y, float3(gl_TessCoord, 0).y);
float _223 = floor(_221);
float2 _125 = _201 * _31.uInvHeightmapSize;
float2 _141 = _31.uInvHeightmapSize * exp2(_223);
out.vGradNormalTex = float4(_125 + (_31.uInvHeightmapSize * 0.5), _125 * _31.uScale.zw);
float3 _253 = mix(uHeightmapDisplacement.sample(uHeightmapDisplacementSmplr, (_125 + (_141 * 0.5)), level(_223)).xyz, uHeightmapDisplacement.sample(uHeightmapDisplacementSmplr, (_125 + (_141 * 1.0)), level(_223 + 1.0)).xyz, float3(_221 - _223));
float2 _171 = (_201 * _31.uScale.xy) + _253.yz;
out.vWorld = float3(_171.x, _253.x, _171.y);
out.gl_Position = _31.uMVP * float4(out.vWorld, 1.0);
return out;
}