SPIRV-Cross/reference/opt/shaders-msl/vert/buffer_device_address.msl2.vert

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#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct Position;
struct PositionReferences;
struct Position
{
float2 positions[1];
};
struct Registers
{
float4x4 view_projection;
device PositionReferences* references;
};
struct PositionReferences
{
device Position* buffers[1];
};
struct main0_out
{
float4 out_color [[user(locn0)]];
float4 gl_Position [[position]];
};
vertex main0_out main0(constant Registers& registers [[buffer(0)]], uint gl_InstanceIndex [[instance_id]], uint gl_VertexIndex [[vertex_id]])
{
main0_out out = {};
int slice = int(gl_InstanceIndex);
const device Position* positions = registers.references->buffers[int(gl_InstanceIndex)];
float2 _45 = registers.references->buffers[int(gl_InstanceIndex)]->positions[int(gl_VertexIndex)] * 2.5;
float2 pos = _45;
float2 _60 = _45 + ((float2(float(int(gl_InstanceIndex) % 8), float(int(gl_InstanceIndex) / 8)) - float2(3.5)) * 3.0);
pos = _60;
out.gl_Position = registers.view_projection * float4(_60, 0.0, 1.0);
int _82 = int(gl_VertexIndex) % 16;
int index_x = _82;
int _85 = int(gl_VertexIndex) / 16;
int index_y = _85;
float _92 = sin(float(_82));
float _94 = fma(0.300000011920928955078125, _92, 0.5);
float r = _94;
float _98 = sin(float(_85));
float _100 = fma(0.300000011920928955078125, _98, 0.5);
float g = _100;
int _105 = (_82 ^ _85) & 1;
int checkerboard = _105;
float _107 = float(_105);
float _111 = fma(_107, 0.800000011920928955078125, 0.20000000298023223876953125);
float _113 = _94 * _111;
r = _113;
float _119 = _100 * _111;
g = _119;
out.out_color = float4(_113, _119, 0.1500000059604644775390625, 1.0);
return out;
}