#include #include using namespace metal; struct main0_out { float4 gl_Position; }; struct main0_in { uint3 m_82; ushort2 m_86; 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 MTLQuadTessellationFactorsHalf* spvTessLevel [[buffer(26)]], device main0_in* spvIn [[buffer(22)]]) { device main0_out* gl_out = &spvOut[gl_GlobalInvocationID.x - gl_GlobalInvocationID.x % 4]; device main0_in* gl_in = &spvIn[min(gl_GlobalInvocationID.x / 4, spvIndirectParams[1] - 1) * spvIndirectParams[0]]; uint gl_InvocationID = gl_GlobalInvocationID.x % 4; uint gl_PrimitiveID = min(gl_GlobalInvocationID.x / 4, spvIndirectParams[1] - 1); if (gl_InvocationID == 0) { spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[0] = half(2.0); spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[1] = half(3.0); spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[2] = half(4.0); spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[3] = half(5.0); spvTessLevel[gl_PrimitiveID].insideTessellationFactor[0] = half(mix(float(spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[0]), float(spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[3]), 0.5)); spvTessLevel[gl_PrimitiveID].insideTessellationFactor[1] = half(mix(float(spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[2]), float(spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[1]), 0.5)); } gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position; }