#include #include using namespace metal; struct main0_out { float gl_ClipDistance[2]; float gl_CullDistance[1]; }; struct main0_in { uint3 m_57; ushort2 m_61; float gl_ClipDistance[2]; float gl_CullDistance[1]; }; 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]); gl_out[gl_InvocationID].gl_ClipDistance[0] = gl_in[gl_InvocationID].gl_ClipDistance[0]; gl_out[gl_InvocationID].gl_ClipDistance[1] = gl_in[gl_InvocationID].gl_ClipDistance[1]; gl_out[gl_InvocationID].gl_CullDistance[0] = gl_in[gl_InvocationID].gl_CullDistance[0]; }