#include <metal_stdlib> | |
using namespace metal; | |
struct tint_symbol_outputs { | |
float4 tint_symbol_1 [[position]]; | |
}; | |
int vec4f() { | |
return 0; | |
} | |
float vec2f(int i) { | |
return float(i); | |
} | |
bool vec2i(float f) { | |
return bool(f); | |
} | |
float4 tint_symbol_inner(uint VertexIndex) { | |
return select(float4(0.0f), float4(1.0f), vec2i(vec2f(vec4f()))); | |
} | |
vertex tint_symbol_outputs tint_symbol(uint VertexIndex [[vertex_id]]) { | |
return tint_symbol_outputs{.tint_symbol_1=tint_symbol_inner(VertexIndex)}; | |
} |