#include #include using namespace metal; struct main0_out { float4 gl_Position; }; struct main0_patchOut { float3 vFoo; }; struct main0_in { uint3 m_86; ushort2 m_90; float4 gl_Position; }; kernel void main0(uint3 gl_GlobalInvocationID [[thread_position_in_grid]], device main0_out* spvOut [[buffer(28)]], constant uint* spvIndirectParams [[buffer(29)]], device main0_patchOut* spvPatchOut [[buffer(27)]], device MTLQuadTessellationFactorsHalf* spvTessLevel [[buffer(26)]], device main0_in* spvIn [[buffer(22)]]) { device main0_out* gl_out = &spvOut[gl_GlobalInvocationID.x - gl_GlobalInvocationID.x % 1]; device main0_patchOut& patchOut = spvPatchOut[gl_GlobalInvocationID.x / 1]; device main0_in* gl_in = &spvIn[min(gl_GlobalInvocationID.x / 1, spvIndirectParams[1] - 1) * spvIndirectParams[0]]; uint gl_InvocationID = gl_GlobalInvocationID.x % 1; uint gl_PrimitiveID = min(gl_GlobalInvocationID.x / 1, spvIndirectParams[1] - 1); spvTessLevel[gl_PrimitiveID].insideTessellationFactor[0] = half(8.8999996185302734375); spvTessLevel[gl_PrimitiveID].insideTessellationFactor[1] = half(6.900000095367431640625); spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[0] = half(8.8999996185302734375); spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[1] = half(6.900000095367431640625); spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[2] = half(3.900000095367431640625); spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[3] = half(4.900000095367431640625); patchOut.vFoo = float3(1.0); gl_out[gl_InvocationID].gl_Position = gl_in[0].gl_Position + gl_in[1].gl_Position; }