#include #include using namespace metal; struct Vertices { float2 uvs[1]; }; struct main0_out { float2 value [[color(0)]]; }; struct main0_in { float3 gl_BaryCoordNoPerspNV [[barycentric_coord, center_no_perspective]]; }; fragment main0_out main0(main0_in in [[stage_in]], const device Vertices& _19 [[buffer(0)]], uint gl_PrimitiveID [[primitive_id]]) { main0_out out = {}; int _23 = 3 * int(gl_PrimitiveID); out.value = ((_19.uvs[_23] * in.gl_BaryCoordNoPerspNV.x) + (_19.uvs[_23 + 1] * in.gl_BaryCoordNoPerspNV.y)) + (_19.uvs[_23 + 2] * in.gl_BaryCoordNoPerspNV.z); return out; }