blob: edb6496ab9f6d341bbf7f6468ee20f123df43196 [file] [edit]
#include <metal_stdlib>
using namespace metal;
struct VertexInputs0 {
uint vertex_index;
int loc0;
};
struct VertexInputs1 {
float loc2;
float4 loc3;
};
struct tint_symbol_outputs {
float4 tint_symbol_1 [[position]];
};
struct tint_symbol_inputs {
int VertexInputs0_loc0 [[attribute(0)]];
uint loc1 [[attribute(1)]];
float VertexInputs1_loc2 [[attribute(2)]];
float4 VertexInputs1_loc3 [[attribute(3)]];
};
float4 tint_symbol_inner(VertexInputs0 inputs0, uint loc1, uint instance_index, VertexInputs1 inputs1) {
uint const foo = (inputs0.vertex_index + instance_index);
int const i = inputs0.loc0;
uint const u = loc1;
float const f = inputs1.loc2;
float4 const v = inputs1.loc3;
return float4(0.0f);
}
vertex tint_symbol_outputs tint_symbol(uint VertexInputs0_vertex_index [[vertex_id]], tint_symbol_inputs inputs [[stage_in]], uint instance_index [[instance_id]]) {
VertexInputs0 const v_1 = VertexInputs0{.vertex_index=VertexInputs0_vertex_index, .loc0=inputs.VertexInputs0_loc0};
tint_symbol_outputs tint_wrapper_result = {};
tint_wrapper_result.tint_symbol_1 = tint_symbol_inner(v_1, inputs.loc1, instance_index, VertexInputs1{.loc2=inputs.VertexInputs1_loc2, .loc3=inputs.VertexInputs1_loc3});
return tint_wrapper_result;
}