SPIRV-Cross/reference/opt/shaders-msl/tese/quad.domain.tese

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#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct main0_out
{
float4 gl_Position [[position]];
};
struct main0_patchIn
{
float gl_TessLevelInner_0 [[attribute(0)]];
float gl_TessLevelInner_1 [[attribute(1)]];
float gl_TessLevelOuter_0 [[attribute(2)]];
float gl_TessLevelOuter_1 [[attribute(3)]];
float gl_TessLevelOuter_2 [[attribute(4)]];
float gl_TessLevelOuter_3 [[attribute(5)]];
};
[[ patch(quad, 0) ]] vertex main0_out main0(main0_patchIn patchIn [[stage_in]], float2 gl_TessCoord [[position_in_patch]])
{
main0_out out = {};
float gl_TessLevelInner[2] = {};
float gl_TessLevelOuter[4] = {};
gl_TessLevelInner[0] = patchIn.gl_TessLevelInner_0;
gl_TessLevelInner[1] = patchIn.gl_TessLevelInner_1;
gl_TessLevelOuter[0] = patchIn.gl_TessLevelOuter_0;
gl_TessLevelOuter[1] = patchIn.gl_TessLevelOuter_1;
gl_TessLevelOuter[2] = patchIn.gl_TessLevelOuter_2;
gl_TessLevelOuter[3] = patchIn.gl_TessLevelOuter_3;
gl_TessCoord.y = 1.0 - gl_TessCoord.y;
out.gl_Position = float4(((gl_TessCoord.x * as_type<float>(gl_TessLevelInner[0])) * as_type<float>(gl_TessLevelOuter[0])) + (((1.0 - gl_TessCoord.x) * as_type<float>(gl_TessLevelInner[0])) * as_type<float>(gl_TessLevelOuter[2])), ((gl_TessCoord.y * as_type<float>(gl_TessLevelInner[1])) * as_type<float>(gl_TessLevelOuter[3])) + (((1.0 - gl_TessCoord.y) * as_type<float>(gl_TessLevelInner[1])) * as_type<float>(gl_TessLevelOuter[1])), 0.0, 1.0);
return out;
}