#pragma clang diagnostic ignored "-Wmissing-braces" #pragma clang diagnostic ignored "-Wunused-variable" #include #include template struct unsafe_array { T __Elements[Num ? Num : 1]; constexpr size_t size() const thread { return Num; } constexpr size_t max_size() const thread { return Num; } constexpr bool empty() const thread { return Num == 0; } constexpr size_t size() const device { return Num; } constexpr size_t max_size() const device { return Num; } constexpr bool empty() const device { return Num == 0; } constexpr size_t size() const constant { return Num; } constexpr size_t max_size() const constant { return Num; } constexpr bool empty() const constant { return Num == 0; } constexpr size_t size() const threadgroup { return Num; } constexpr size_t max_size() const threadgroup { return Num; } constexpr bool empty() const threadgroup { return Num == 0; } thread T &operator[](size_t pos) thread { return __Elements[pos]; } constexpr const thread T &operator[](size_t pos) const thread { return __Elements[pos]; } device T &operator[](size_t pos) device { return __Elements[pos]; } constexpr const device T &operator[](size_t pos) const device { return __Elements[pos]; } constexpr const constant T &operator[](size_t pos) const constant { return __Elements[pos]; } threadgroup T &operator[](size_t pos) threadgroup { return __Elements[pos]; } constexpr const threadgroup T &operator[](size_t pos) const threadgroup { return __Elements[pos]; } }; using namespace metal; struct main0_out { float4 gl_Position [[position]]; }; struct main0_patchIn { float2 gl_TessLevelInner [[attribute(0)]]; float4 gl_TessLevelOuter [[attribute(1)]]; }; [[ patch(quad, 0) ]] vertex main0_out main0(main0_patchIn patchIn [[stage_in]], float2 gl_TessCoord [[position_in_patch]]) { main0_out out = {}; out.gl_Position = float4(((gl_TessCoord.x * patchIn.gl_TessLevelInner.x) * patchIn.gl_TessLevelOuter.x) + (((1.0 - gl_TessCoord.x) * patchIn.gl_TessLevelInner.x) * patchIn.gl_TessLevelOuter.z), ((gl_TessCoord.y * patchIn.gl_TessLevelInner.y) * patchIn.gl_TessLevelOuter.y) + (((1.0 - gl_TessCoord.y) * patchIn.gl_TessLevelInner.y) * patchIn.gl_TessLevelOuter.w), 0.0, 1.0); return out; }