SPIRV-Cross/reference/shaders-msl/masking/write-outputs-block.mask-location-1.for-tess.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_a;
float4 V_c;
float4 V_d;
float4 gl_Position;
};
kernel void main0(uint3 gl_GlobalInvocationID [[thread_position_in_grid]], uint3 spvStageInputSize [[grid_size]], device main0_out* spvOut [[buffer(28)]])
{
V _22 = {};
device main0_out& out = spvOut[gl_GlobalInvocationID.y * spvStageInputSize.x + gl_GlobalInvocationID.x];
if (any(gl_GlobalInvocationID >= spvStageInputSize))
return;
out.gl_Position = float4(1.0);
_22.a = float4(2.0);
_22.b = float4(3.0);
out.V_a = _22.a;
out.V_c = _22.c;
out.V_d = _22.d;
}