| #include <metal_stdlib> |
| |
| using namespace metal; |
| struct Output { |
| float4 Position; |
| float4 color; |
| }; |
| struct tint_symbol_2 { |
| uint VertexIndex [[vertex_id]]; |
| uint InstanceIndex [[instance_id]]; |
| }; |
| struct tint_symbol_3 { |
| float4 color [[user(locn0)]]; |
| float4 Position [[position]]; |
| }; |
| |
| vertex tint_symbol_3 tint_symbol(tint_symbol_2 tint_symbol_1 [[stage_in]]) { |
| uint const VertexIndex = tint_symbol_1.VertexIndex; |
| uint const InstanceIndex = tint_symbol_1.InstanceIndex; |
| float2 const zv[4] = {float2(0.200000003f, 0.200000003f), float2(0.300000012f, 0.300000012f), float2(-0.100000001f, -0.100000001f), float2(1.100000024f, 1.100000024f)}; |
| float const z = zv[InstanceIndex].x; |
| Output output = {}; |
| output.Position = float4(0.5f, 0.5f, z, 1.0f); |
| float4 const colors[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, 1.0f, 1.0f, 1.0f)}; |
| output.color = colors[InstanceIndex]; |
| return {output.color, output.Position}; |
| } |
| |