#include #include using namespace metal; struct t35 { float2 m0; float4 m1; }; struct t36 { float2 m0; t35 m1; }; struct main0_out { float v80 [[user(locn0)]]; float4 gl_Position [[position]]; }; struct main0_in { float2 t36_m0 [[attribute(0)]]; float2 t36_m1_m0 [[attribute(1)]]; float4 t36_m1_m1 [[attribute(2)]]; }; struct main0_patchIn { patch_control_point gl_in; }; [[ patch(triangle, 0) ]] vertex main0_out main0(main0_patchIn patchIn [[stage_in]], float3 gl_TessCoord [[position_in_patch]]) { main0_out out = {}; out.gl_Position = float4((gl_TessCoord.xy * 2.0) - float2(1.0), 0.0, 1.0); float v34 = ((float(abs(patchIn.gl_in[0].t36_m1_m1.x - (-4.0)) < 0.001000000047497451305389404296875) * float(abs(patchIn.gl_in[0].t36_m1_m1.y - (-9.0)) < 0.001000000047497451305389404296875)) * float(abs(patchIn.gl_in[0].t36_m1_m1.z - 3.0) < 0.001000000047497451305389404296875)) * float(abs(patchIn.gl_in[0].t36_m1_m1.w - 7.0) < 0.001000000047497451305389404296875); out.v80 = v34; return out; }