#pragma clang diagnostic ignored "-Wmissing-prototypes" #include #include using namespace metal; struct attr_desc { int type; int attribute_size; int starting_offset; int stride; int swap_bytes; int is_volatile; }; struct VertexBuffer { float4x4 scale_offset_mat; uint vertex_base_index; int4 input_attributes[16]; }; struct VertexConstantsBuffer { float4 vc[16]; }; constant float4 _295 = {}; struct main0_out { float4 tc0 [[user(locn0)]]; float4 back_color [[user(locn10)]]; float4 gl_Position [[position]]; }; attr_desc fetch_desc(thread const int& location, constant VertexBuffer& v_227) { int attribute_flags = v_227.input_attributes[location].w; attr_desc result; result.type = v_227.input_attributes[location].x; result.attribute_size = v_227.input_attributes[location].y; result.starting_offset = v_227.input_attributes[location].z; result.stride = attribute_flags & 255; result.swap_bytes = (attribute_flags >> 8) & 1; result.is_volatile = (attribute_flags >> 9) & 1; return result; } uint get_bits(thread const uint4& v, thread const int& swap) { if (swap != 0) { return ((v.w | (v.z << uint(8))) | (v.y << uint(16))) | (v.x << uint(24)); } return ((v.x | (v.y << uint(8))) | (v.z << uint(16))) | (v.w << uint(24)); } float4 fetch_attr(thread const attr_desc& desc, thread const int& vertex_id, thread const texture2d input_stream) { float4 result = float4(0.0, 0.0, 0.0, 1.0); bool reverse_order = false; int first_byte = (vertex_id * desc.stride) + desc.starting_offset; for (int n = 0; n < 4; n++) { if (n == desc.attribute_size) { break; } uint4 tmp; switch (desc.type) { case 0: { int _131 = first_byte; first_byte = _131 + 1; tmp.x = input_stream.read(uint2(_131, 0)).x; int _138 = first_byte; first_byte = _138 + 1; tmp.y = input_stream.read(uint2(_138, 0)).x; uint4 param = tmp; int param_1 = desc.swap_bytes; result[n] = float(get_bits(param, param_1)); break; } case 1: { int _156 = first_byte; first_byte = _156 + 1; tmp.x = input_stream.read(uint2(_156, 0)).x; int _163 = first_byte; first_byte = _163 + 1; tmp.y = input_stream.read(uint2(_163, 0)).x; int _170 = first_byte; first_byte = _170 + 1; tmp.z = input_stream.read(uint2(_170, 0)).x; int _177 = first_byte; first_byte = _177 + 1; tmp.w = input_stream.read(uint2(_177, 0)).x; uint4 param_2 = tmp; int param_3 = desc.swap_bytes; result[n] = as_type(get_bits(param_2, param_3)); break; } case 2: { int _195 = first_byte; first_byte = _195 + 1; result[n] = float(input_stream.read(uint2(_195, 0)).x); reverse_order = desc.swap_bytes != 0; break; } } } float4 _210; if (reverse_order) { _210 = result.wzyx; } else { _210 = result; } return _210; } float4 read_location(thread const int& location, constant VertexBuffer& v_227, thread uint& gl_VertexIndex, thread texture2d buff_in_2, thread texture2d buff_in_1) { int param = location; attr_desc desc = fetch_desc(param, v_227); int vertex_id = gl_VertexIndex - int(v_227.vertex_base_index); if (desc.is_volatile != 0) { attr_desc param_1 = desc; int param_2 = vertex_id; return fetch_attr(param_1, param_2, buff_in_2); } else { attr_desc param_3 = desc; int param_4 = vertex_id; return fetch_attr(param_3, param_4, buff_in_1); } } void vs_adjust(thread float4& dst_reg0, thread float4& dst_reg1, thread float4& dst_reg7, constant VertexBuffer& v_227, thread uint& gl_VertexIndex, thread texture2d buff_in_2, thread texture2d buff_in_1, constant VertexConstantsBuffer& v_309) { int param = 3; float4 in_diff_color = read_location(param, v_227, gl_VertexIndex, buff_in_2, buff_in_1); int param_1 = 0; float4 in_pos = read_location(param_1, v_227, gl_VertexIndex, buff_in_2, buff_in_1); int param_2 = 8; float4 in_tc0 = read_location(param_2, v_227, gl_VertexIndex, buff_in_2, buff_in_1); dst_reg1 = in_diff_color * v_309.vc[13]; float4 tmp0; tmp0.x = float4(dot(float4(in_pos.xyz, 1.0), v_309.vc[4])).x; tmp0.y = float4(dot(float4(in_pos.xyz, 1.0), v_309.vc[5])).y; tmp0.z = float4(dot(float4(in_pos.xyz, 1.0), v_309.vc[6])).z; float4 tmp1; tmp1 = float4(in_tc0.xy.x, in_tc0.xy.y, tmp1.z, tmp1.w); tmp1.z = v_309.vc[15].x; dst_reg7.y = float4(dot(float4(tmp1.xyz, 1.0), v_309.vc[8])).y; dst_reg7.x = float4(dot(float4(tmp1.xyz, 1.0), v_309.vc[7])).x; dst_reg0.y = float4(dot(float4(tmp0.xyz, 1.0), v_309.vc[1])).y; dst_reg0.x = float4(dot(float4(tmp0.xyz, 1.0), v_309.vc[0])).x; } vertex main0_out main0(constant VertexBuffer& v_227 [[buffer(0)]], constant VertexConstantsBuffer& v_309 [[buffer(1)]], texture2d buff_in_2 [[texture(0)]], texture2d buff_in_1 [[texture(1)]], uint gl_VertexIndex [[vertex_id]]) { main0_out out = {}; float4 dst_reg0 = float4(0.0, 0.0, 0.0, 1.0); float4 dst_reg1 = float4(0.0); float4 dst_reg7 = float4(0.0); float4 param = dst_reg0; float4 param_1 = dst_reg1; float4 param_2 = dst_reg7; vs_adjust(param, param_1, param_2, v_227, gl_VertexIndex, buff_in_2, buff_in_1, v_309); dst_reg0 = param; dst_reg1 = param_1; dst_reg7 = param_2; out.gl_Position = dst_reg0; out.back_color = dst_reg1; out.tc0 = dst_reg7; out.gl_Position *= v_227.scale_offset_mat; return out; }