#include #include using namespace metal; struct UBO { float4x4 uMVP; }; struct main0_out { float3 vNormal; float4 gl_Position; }; struct main0_in { float4 aVertex [[attribute(0)]]; float3 aNormal [[attribute(1)]]; }; kernel void main0(main0_in in [[stage_in]], constant UBO& _18 [[buffer(0)]], uint3 gl_GlobalInvocationID [[thread_position_in_grid]], uint3 spvStageInputSize [[grid_size]], device main0_out* spvOut [[buffer(28)]]) { device main0_out& out = spvOut[gl_GlobalInvocationID.y * spvStageInputSize.x + gl_GlobalInvocationID.x]; if (any(gl_GlobalInvocationID >= spvStageInputSize)) return; out.gl_Position = _18.uMVP * in.aVertex; out.vNormal = in.aNormal; }