SPIRV-Cross/reference/shaders-msl-no-opt/asm/tese/split-access-chain.asm.tese

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#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct main0_out
{
float o0 [[user(locn0)]];
float4 gl_Position [[position]];
};
struct main0_in
{
float4 in0 [[attribute(0)]];
};
struct main0_patchIn
{
patch_control_point<main0_in> gl_in;
};
[[ patch(quad, 0) ]] vertex main0_out main0(main0_patchIn patchIn [[stage_in]])
{
main0_out out = {};
out.o0 = patchIn.gl_in[0u].in0.z;
return out;
}