SPIRV-Cross/reference/shaders-msl/vert/out_block.vert

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#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct Transform
{
float4x4 transform;
};
struct main0_in
{
float4 color [[attribute(1)]];
float3 position [[attribute(0)]];
};
struct main0_out
{
float4 VertexOut_color [[user(locn2)]];
float4 VertexOut_color2 [[user(locn3)]];
float4 gl_Position [[position]];
};
vertex main0_out main0(main0_in in [[stage_in]], constant Transform& block [[buffer(0)]])
{
main0_out out = {};
out.gl_Position = block.transform * float4(in.position, 1.0);
out.VertexOut_color = in.color;
out.VertexOut_color2 = in.color + float4(1.0);
return out;
}