#include #include using namespace metal; struct main0_out { float4 gl_Position [[position]]; }; struct main0_patchIn { float gl_TessLevelInner_0 [[attribute(0)]]; float gl_TessLevelInner_1 [[attribute(1)]]; float gl_TessLevelOuter_0 [[attribute(2)]]; float gl_TessLevelOuter_1 [[attribute(3)]]; float gl_TessLevelOuter_2 [[attribute(4)]]; float gl_TessLevelOuter_3 [[attribute(5)]]; }; [[ patch(quad, 0) ]] vertex main0_out main0(main0_patchIn patchIn [[stage_in]], float2 gl_TessCoord [[position_in_patch]]) { main0_out out = {}; float gl_TessLevelInner[2] = {}; float gl_TessLevelOuter[4] = {}; gl_TessLevelInner[0] = patchIn.gl_TessLevelInner_0; gl_TessLevelInner[1] = patchIn.gl_TessLevelInner_1; gl_TessLevelOuter[0] = patchIn.gl_TessLevelOuter_0; gl_TessLevelOuter[1] = patchIn.gl_TessLevelOuter_1; gl_TessLevelOuter[2] = patchIn.gl_TessLevelOuter_2; gl_TessLevelOuter[3] = patchIn.gl_TessLevelOuter_3; out.gl_Position = float4(((gl_TessCoord.x * as_type(gl_TessLevelInner[0])) * as_type(gl_TessLevelOuter[0])) + (((1.0 - gl_TessCoord.x) * as_type(gl_TessLevelInner[0])) * as_type(gl_TessLevelOuter[2])), ((gl_TessCoord.y * as_type(gl_TessLevelInner[1])) * as_type(gl_TessLevelOuter[1])) + (((1.0 - gl_TessCoord.y) * as_type(gl_TessLevelInner[1])) * as_type(gl_TessLevelOuter[3])), 0.0, 1.0); return out; }