1 #include <metal_stdlib>
20 float v80 [[user(locn0)]];
21 float4 gl_Position [[position]];
30 [[ patch(triangle, 0) ]] vertex main0_out main0(float3 gl_TessCoord [[position_in_patch]], uint gl_PrimitiveID [[patch_id]], const device main0_in* spvIn [[buffer(22)]])
33 const device main0_in* gl_in = &spvIn[gl_PrimitiveID * 0];
34 out.gl_Position = float4((gl_TessCoord.xy * 2.0) - float2(1.0), 0.0, 1.0);
35 float v34 = ((float(abs(gl_in[0].v40_m1.m1.x - (-4.0)) < 0.001000000047497451305389404296875) * float(abs(gl_in[0].v40_m1.m1.y - (-9.0)) < 0.001000000047497451305389404296875)) * float(abs(gl_in[0].v40_m1.m1.z - 3.0) < 0.001000000047497451305389404296875)) * float(abs(gl_in[0].v40_m1.m1.w - 7.0) < 0.001000000047497451305389404296875);