| #include <metal_stdlib> |
| |
| using namespace metal; |
| struct tint_symbol_1 { |
| float4 value [[position]]; |
| }; |
| struct tint_array_wrapper { |
| float2 arr[3]; |
| }; |
| struct tint_symbol_2 { |
| float4 value [[color(0)]]; |
| }; |
| |
| vertex tint_symbol_1 vtx_main(uint VertexIndex [[vertex_id]]) { |
| tint_array_wrapper pos = {.arr={float2(0.0f, 0.5f), float2(-0.5f, -0.5f), float2(0.5f, -0.5f)}}; |
| tint_symbol_1 const tint_symbol_3 = {.value=float4(pos.arr[VertexIndex], 0.0f, 1.0f)}; |
| return tint_symbol_3; |
| } |
| |
| fragment tint_symbol_2 frag_main() { |
| tint_symbol_2 const tint_symbol_4 = {.value=float4(1.0f, 0.0f, 0.0f, 1.0f)}; |
| return tint_symbol_4; |
| } |
| |