| #include <metal_stdlib> |
| |
| using namespace metal; |
| struct Out { |
| float4 pos; |
| float none; |
| float flat; |
| float perspective_center; |
| float perspective_centroid; |
| float perspective_sample; |
| float linear_center; |
| float linear_centroid; |
| float linear_sample; |
| }; |
| struct tint_symbol_1 { |
| float none [[user(locn0)]]; |
| float flat [[user(locn1)]] [[flat]]; |
| float perspective_center [[user(locn2)]] [[center_perspective]]; |
| float perspective_centroid [[user(locn3)]] [[centroid_perspective]]; |
| float perspective_sample [[user(locn4)]] [[sample_perspective]]; |
| float linear_center [[user(locn5)]] [[center_no_perspective]]; |
| float linear_centroid [[user(locn6)]] [[centroid_no_perspective]]; |
| float linear_sample [[user(locn7)]] [[sample_no_perspective]]; |
| float4 pos [[position]]; |
| }; |
| |
| vertex tint_symbol_1 tint_symbol() { |
| Out const tint_symbol_2 = {}; |
| tint_symbol_1 const tint_symbol_3 = {.none=tint_symbol_2.none, .flat=tint_symbol_2.flat, .perspective_center=tint_symbol_2.perspective_center, .perspective_centroid=tint_symbol_2.perspective_centroid, .perspective_sample=tint_symbol_2.perspective_sample, .linear_center=tint_symbol_2.linear_center, .linear_centroid=tint_symbol_2.linear_centroid, .linear_sample=tint_symbol_2.linear_sample, .pos=tint_symbol_2.pos}; |
| return tint_symbol_3; |
| } |
| |