#include #include using namespace metal; struct Inputs { }; struct Outputs { float4 sk_Position [[position]]; float2 vcoord_Stage0 [[user(locn1)]]; float sk_PointSize [[point_size]]; }; vertex Outputs vertexMain(Inputs _in [[stage_in]], uint sk_VertexID [[vertex_id]], uint sk_InstanceID [[instance_id]]) { Outputs _out; (void)_out; int x = sk_InstanceID % 200; int y = sk_InstanceID / 200; int ileft = (sk_InstanceID * 929) % 17; int iright = (ileft + 1) + (sk_InstanceID * 1637) % (17 - ileft); int itop = (sk_InstanceID * 313) % 17; int ibot = (itop + 1) + (sk_InstanceID * 1901) % (17 - itop); float outset = 0.03125; outset = 0 == (x + y) % 2 ? -outset : outset; float l = float(ileft) / 16.0 - outset; float r = float(iright) / 16.0 + outset; float t = float(itop) / 16.0 - outset; float b = float(ibot) / 16.0 + outset; float2 vertexpos; vertexpos.x = float(x) + (0 == sk_VertexID % 2 ? l : r); vertexpos.y = float(y) + (0 == sk_VertexID / 2 ? t : b); _out.vcoord_Stage0.x = float(0 == sk_VertexID % 2 ? -1 : 1); _out.vcoord_Stage0.y = float(0 == sk_VertexID / 2 ? -1 : 1); _out.sk_Position = float4(vertexpos.x, vertexpos.y, 0.0, 1.0); return (_out.sk_Position.y = -_out.sk_Position.y, _out); }