SPIRV-Cross/reference/shaders-msl/masking/write-outputs-block.mask-location-0.vert

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#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct V
{
float4 a;
float4 b;
float4 c;
float4 d;
};
struct main0_out
{
float4 V_b [[user(locn1)]];
float4 V_c [[user(locn2)]];
float4 V_d [[user(locn3)]];
float4 gl_Position [[position]];
};
vertex main0_out main0()
{
main0_out out = {};
V _22 = {};
out.gl_Position = float4(1.0);
_22.a = float4(2.0);
_22.b = float4(3.0);
out.V_b = _22.b;
out.V_c = _22.c;
out.V_d = _22.d;
return out;
}