| #include <metal_stdlib> |
| |
| using namespace metal; |
| struct tint_symbol { |
| float4 value [[position]]; |
| }; |
| struct tint_array_wrapper { |
| float2 arr[3]; |
| }; |
| struct tint_symbol_1 { |
| float4 value [[color(0)]]; |
| }; |
| |
| float4 vtx_main_inner(uint VertexIndex) { |
| tint_array_wrapper pos = {.arr={float2(0.0f, 0.5f), float2(-0.5f, -0.5f), float2(0.5f, -0.5f)}}; |
| return float4(pos.arr[VertexIndex], 0.0f, 1.0f); |
| } |
| |
| vertex tint_symbol vtx_main(uint VertexIndex [[vertex_id]]) { |
| float4 const inner_result = vtx_main_inner(VertexIndex); |
| tint_symbol wrapper_result = {}; |
| wrapper_result.value = inner_result; |
| return wrapper_result; |
| } |
| |
| float4 frag_main_inner() { |
| return float4(1.0f, 0.0f, 0.0f, 1.0f); |
| } |
| |
| fragment tint_symbol_1 frag_main() { |
| float4 const inner_result_1 = frag_main_inner(); |
| tint_symbol_1 wrapper_result_1 = {}; |
| wrapper_result_1.value = inner_result_1; |
| return wrapper_result_1; |
| } |
| |