| #include <metal_stdlib> |
| using namespace metal; |
| |
| struct VertexInputs0 { |
| uint vertex_index; |
| int loc0; |
| }; |
| |
| struct VertexInputs1 { |
| uint loc1; |
| float4 loc3; |
| }; |
| |
| struct main_outputs { |
| float4 tint_symbol [[position]]; |
| }; |
| |
| struct main_inputs { |
| int VertexInputs0_loc0 [[attribute(0)]]; |
| uint loc1 [[attribute(1)]]; |
| uint VertexInputs1_loc1 [[attribute(2)]]; |
| float4 VertexInputs1_loc3 [[attribute(3)]]; |
| }; |
| |
| float4 main_inner(VertexInputs0 inputs0, uint loc1, uint instance_index, VertexInputs1 inputs1) { |
| uint const foo = (inputs0.vertex_index + instance_index); |
| return float4(0.0f); |
| } |
| |
| vertex main_outputs v(uint VertexInputs0_vertex_index [[vertex_id]], main_inputs inputs [[stage_in]], uint instance_index [[instance_id]]) { |
| VertexInputs0 const v_1 = VertexInputs0{.vertex_index=VertexInputs0_vertex_index, .loc0=inputs.VertexInputs0_loc0}; |
| main_outputs tint_wrapper_result = {}; |
| tint_wrapper_result.tint_symbol = main_inner(v_1, inputs.loc1, instance_index, VertexInputs1{.loc1=inputs.VertexInputs1_loc1, .loc3=inputs.VertexInputs1_loc3}); |
| return tint_wrapper_result; |
| } |