#include #include using namespace metal; struct Input { float2 v0; float2 v1; float3 v2; float4 v3; float v4; float v5; float v6; }; struct main0_out { float4 FragColor [[color(0)]]; }; struct main0_in { float2 inp_v0 [[user(locn0)]]; float2 inp_v1 [[user(locn1), center_no_perspective]]; float3 inp_v2 [[user(locn2), centroid_perspective]]; float4 inp_v3 [[user(locn3), centroid_no_perspective]]; float inp_v4 [[user(locn4), sample_perspective]]; float inp_v5 [[user(locn5), sample_no_perspective]]; float inp_v6 [[user(locn6), flat]]; }; fragment main0_out main0(main0_in in [[stage_in]]) { main0_out out = {}; Input inp = {}; inp.v0 = in.inp_v0; inp.v1 = in.inp_v1; inp.v2 = in.inp_v2; inp.v3 = in.inp_v3; inp.v4 = in.inp_v4; inp.v5 = in.inp_v5; inp.v6 = in.inp_v6; out.FragColor = float4(inp.v0.x + inp.v1.y, inp.v2.xy, fma(inp.v3.w, inp.v4, inp.v5) - inp.v6); return out; }