| #include <metal_stdlib> |
| |
| using namespace metal; |
| struct VertexInputs0 { |
| uint vertex_index; |
| int loc0; |
| }; |
| |
| struct VertexInputs1 { |
| float loc2; |
| float4 loc3; |
| }; |
| |
| struct tint_symbol_2 { |
| int loc0 [[attribute(0)]]; |
| uint loc1 [[attribute(1)]]; |
| float loc2 [[attribute(2)]]; |
| float4 loc3 [[attribute(3)]]; |
| }; |
| |
| struct tint_symbol_3 { |
| float4 value [[position]]; |
| }; |
| |
| 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(); |
| } |
| |
| vertex tint_symbol_3 tint_symbol(uint vertex_index [[vertex_id]], uint instance_index [[instance_id]], tint_symbol_2 tint_symbol_1 [[stage_in]]) { |
| VertexInputs0 const tint_symbol_4 = {.vertex_index=vertex_index, .loc0=tint_symbol_1.loc0}; |
| VertexInputs1 const tint_symbol_5 = {.loc2=tint_symbol_1.loc2, .loc3=tint_symbol_1.loc3}; |
| float4 const inner_result = tint_symbol_inner(tint_symbol_4, tint_symbol_1.loc1, instance_index, tint_symbol_5); |
| tint_symbol_3 wrapper_result = {}; |
| wrapper_result.value = inner_result; |
| return wrapper_result; |
| } |
| |