#include #include using namespace metal; struct main0_out { float4 gl_Position [[position]]; }; struct main0_in { float4 gl_Position [[attribute(0)]]; float gl_ClipDistance_0 [[attribute(1)]]; float gl_ClipDistance_1 [[attribute(2)]]; float gl_CullDistance_0 [[attribute(3)]]; float gl_CullDistance_1 [[attribute(4)]]; float gl_CullDistance_2 [[attribute(5)]]; }; struct main0_patchIn { patch_control_point gl_in; }; [[ patch(quad, 0) ]] vertex main0_out main0(main0_patchIn patchIn [[stage_in]]) { main0_out out = {}; out.gl_Position.x = patchIn.gl_in[0].gl_ClipDistance_0; out.gl_Position.y = patchIn.gl_in[1].gl_CullDistance_0; out.gl_Position.z = patchIn.gl_in[0].gl_ClipDistance_1; out.gl_Position.w = patchIn.gl_in[1].gl_CullDistance_1; out.gl_Position += patchIn.gl_in[0].gl_Position; out.gl_Position += patchIn.gl_in[1].gl_Position; return out; }