#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 v40_m0; t35 v40_m1; }; [[ patch(triangle, 0) ]] vertex main0_out main0(float3 gl_TessCoord [[position_in_patch]], uint gl_PrimitiveID [[patch_id]], const device main0_in* spvIn [[buffer(22)]]) { main0_out out = {}; const device main0_in* gl_in = &spvIn[gl_PrimitiveID * 0]; out.gl_Position = float4((gl_TessCoord.xy * 2.0) - float2(1.0), 0.0, 1.0); out.v80 = ((float(abs(gl_in[0].v40_m1.m1.x - (-4.0)) < 0.001000000047497451305389404296875) * float(abs(gl_in[0].v40_m1.m1.y - (-9.0)) < 0.001000000047497451305389404296875)) * float(abs(gl_in[0].v40_m1.m1.z - 3.0) < 0.001000000047497451305389404296875)) * float(abs(gl_in[0].v40_m1.m1.w - 7.0) < 0.001000000047497451305389404296875); return out; }