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cell/shaders/msl/model.vert.msl

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#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct type_TransformBuffer
{
float4x4 world_to_projection;
float4x4 projection_to_world;
float4x4 world_to_view;
float4x4 view_to_projection;
packed_float3 camera_pos_world;
float viewport_min_z;
packed_float3 camera_dir_world;
float viewport_max_z;
float2 viewport_size;
float2 viewport_offset;
float2 render_size;
float time;
};
struct main0_out
{
float2 out_var_TEXCOORD0 [[user(locn0)]];
float4 out_var_COLOR0 [[user(locn1)]];
float3 out_var_NORMAL [[user(locn2)]];
float3 out_var_COLOR1 [[user(locn3)]];
float4 gl_Position [[position]];
};
struct main0_in
{
float3 in_var_pos [[attribute(0)]];
float2 in_var_uv [[attribute(1)]];
float4 in_var_color [[attribute(2)]];
float3 in_var_norm [[attribute(3)]];
};
vertex main0_out main0(main0_in in [[stage_in]], constant type_TransformBuffer& TransformBuffer [[buffer(0)]])
{
main0_out out = {};
out.gl_Position = TransformBuffer.world_to_projection * float4(in.in_var_pos, 1.0);
out.out_var_TEXCOORD0 = in.in_var_uv;
out.out_var_COLOR0 = in.in_var_color;
out.out_var_NORMAL = in.in_var_norm;
out.out_var_COLOR1 = float3(0.20000000298023223876953125) + (float3(1.0) * precise::max(dot(in.in_var_norm, fast::normalize(-fast::normalize(float3(1.0)))), 0.0));
return out;
}