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

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#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct main0_out
{
float4 v1 [[user(locn1)]];
float4 gl_Position [[position]];
float gl_PointSize [[point_size]];
float gl_ClipDistance [[clip_distance]] [2];
float gl_ClipDistance_0 [[user(clip0)]];
float gl_ClipDistance_1 [[user(clip1)]];
};
vertex main0_out main0()
{
main0_out out = {};
float4 v0 = {};
v0 = float4(1.0);
out.v1 = float4(2.0);
out.gl_Position = float4(3.0);
out.gl_PointSize = 4.0;
out.gl_ClipDistance[0] = 1.0;
out.gl_ClipDistance[1] = 0.5;
out.gl_ClipDistance_0 = out.gl_ClipDistance[0];
out.gl_ClipDistance_1 = out.gl_ClipDistance[1];
return out;
}