#include #include using namespace metal; struct UBO { float4x4 uMVP; }; struct main0_out { float3 vNormal [[user(locn0)]]; float4 gl_Position [[position]]; }; struct main0_in { float4 aVertex [[attribute(0)]]; float3 aNormal [[attribute(1)]]; }; vertex void main0(main0_in in [[stage_in]], constant UBO& _16 [[buffer(0)]], uint gl_VertexIndex [[vertex_id]], uint gl_BaseVertex [[base_vertex]], uint gl_InstanceIndex [[instance_id]], uint gl_BaseInstance [[base_instance]], device main0_out* spvOut [[buffer(28)]], device uint* spvIndirectParams [[buffer(29)]]) { device main0_out& out = spvOut[(gl_InstanceIndex - gl_BaseInstance) * spvIndirectParams[0] + gl_VertexIndex - gl_BaseVertex]; out.gl_Position = _16.uMVP * in.aVertex; out.vNormal = in.aNormal; }