SPIRV-Cross/reference/opt/shaders-msl/vert/texture_buffer.texture-buffer-native.msl21.vert

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#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct main0_out
{
float4 gl_Position [[position]];
};
vertex main0_out main0(texture_buffer<float> uSamp [[texture(0)]], texture_buffer<float> uSampo [[texture(1)]])
{
main0_out out = {};
out.gl_Position = uSamp.read(uint(10)) + uSampo.read(uint(100));
return out;
}