| #include <metal_stdlib> |
| |
| using namespace metal; |
| struct Output { |
| float4 Position; |
| float4 color; |
| }; |
| struct tint_symbol_1 { |
| float4 color [[user(locn0)]]; |
| float4 Position [[position]]; |
| }; |
| struct tint_array_wrapper { |
| float2 arr[4]; |
| }; |
| struct tint_array_wrapper_1 { |
| float4 arr[4]; |
| }; |
| |
| Output tint_symbol_inner(uint VertexIndex, uint InstanceIndex) { |
| tint_array_wrapper zv = {.arr={float2(0.200000003f, 0.200000003f), float2(0.300000012f, 0.300000012f), float2(-0.100000001f, -0.100000001f), float2(1.100000024f, 1.100000024f)}}; |
| float const z = zv.arr[InstanceIndex][0]; |
| Output output = {}; |
| output.Position = float4(0.5f, 0.5f, z, 1.0f); |
| tint_array_wrapper_1 colors = {.arr={float4(1.0f, 0.0f, 0.0f, 1.0f), float4(0.0f, 1.0f, 0.0f, 1.0f), float4(0.0f, 0.0f, 1.0f, 1.0f), float4(1.0f, 1.0f, 1.0f, 1.0f)}}; |
| output.color = colors.arr[InstanceIndex]; |
| return output; |
| } |
| |
| vertex tint_symbol_1 tint_symbol(uint VertexIndex [[vertex_id]], uint InstanceIndex [[instance_id]]) { |
| Output const inner_result = tint_symbol_inner(VertexIndex, InstanceIndex); |
| tint_symbol_1 wrapper_result = {}; |
| wrapper_result.Position = inner_result.Position; |
| wrapper_result.color = inner_result.color; |
| return wrapper_result; |
| } |
| |