blob: 44277739d681459380920de583cf93281f09178a [file] [log] [blame]
#include <metal_stdlib>
using namespace metal;
template<typename T, size_t N>
struct tint_array {
const constant T& operator[](size_t i) const constant { return elements[i]; }
device T& operator[](size_t i) device { return elements[i]; }
const device T& operator[](size_t i) const device { return elements[i]; }
thread T& operator[](size_t i) thread { return elements[i]; }
const thread T& operator[](size_t i) const thread { return elements[i]; }
threadgroup T& operator[](size_t i) threadgroup { return elements[i]; }
const threadgroup T& operator[](size_t i) const threadgroup { return elements[i]; }
T elements[N];
};
struct Output {
float4 Position;
float4 color;
};
struct tint_symbol_1 {
float4 color [[user(locn0)]];
float4 Position [[position]];
};
Output tint_symbol_inner(uint VertexIndex, uint InstanceIndex) {
tint_array<float2, 4> const zv = tint_array<float2, 4>{float2(0.200000003f), float2(0.300000012f), float2(-0.100000001f), float2(1.100000024f)};
float const z = zv[InstanceIndex][0];
Output output = {};
output.Position = float4(0.5f, 0.5f, z, 1.0f);
tint_array<float4, 4> const colors = tint_array<float4, 4>{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)};
output.color = colors[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;
}