SPIRV-Cross/reference/opt/shaders-msl/masking/write-outputs.mask-location-0.msl2.tesc

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#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct main0_out
{
float4 gl_Position;
float gl_PointSize;
};
struct main0_patchOut
{
float4 v1;
};
kernel void main0(uint gl_InvocationID [[thread_index_in_threadgroup]], uint gl_PrimitiveID [[threadgroup_position_in_grid]], device main0_out* spvOut [[buffer(28)]], constant uint* spvIndirectParams [[buffer(29)]], device main0_patchOut* spvPatchOut [[buffer(27)]], device MTLQuadTessellationFactorsHalf* spvTessLevel [[buffer(26)]])
{
threadgroup float4 v0[4];
device main0_out* gl_out = &spvOut[gl_PrimitiveID * 4];
device main0_patchOut& patchOut = spvPatchOut[gl_PrimitiveID];
v0[gl_InvocationID] = float4(1.0);
v0[gl_InvocationID].x = 2.0;
if (gl_InvocationID == 0)
{
patchOut.v1 = float4(2.0);
((device float*)&patchOut.v1)[3u] = 4.0;
}
gl_out[gl_InvocationID].gl_Position = float4(3.0);
gl_out[gl_InvocationID].gl_PointSize = 4.0;
gl_out[gl_InvocationID].gl_Position.z = 5.0;
gl_out[gl_InvocationID].gl_PointSize = 4.0;
}