#include #include using namespace metal; struct Position; struct PositionReferences; struct Position { float2 positions[1]; }; struct Registers { float4x4 view_projection; device PositionReferences* references; }; struct PositionReferences { device Position* buffers[1]; }; struct main0_out { float4 out_color [[user(locn0)]]; float4 gl_Position [[position]]; }; vertex main0_out main0(constant Registers& registers [[buffer(0)]], uint gl_InstanceIndex [[instance_id]], uint gl_VertexIndex [[vertex_id]]) { main0_out out = {}; int slice = int(gl_InstanceIndex); const device Position* positions = registers.references->buffers[int(gl_InstanceIndex)]; float2 _45 = registers.references->buffers[int(gl_InstanceIndex)]->positions[int(gl_VertexIndex)] * 2.5; float2 pos = _45; float2 _60 = _45 + ((float2(float(int(gl_InstanceIndex) % 8), float(int(gl_InstanceIndex) / 8)) - float2(3.5)) * 3.0); pos = _60; out.gl_Position = registers.view_projection * float4(_60, 0.0, 1.0); int _82 = int(gl_VertexIndex) % 16; int index_x = _82; int _85 = int(gl_VertexIndex) / 16; int index_y = _85; float _92 = sin(float(_82)); float _94 = fma(0.300000011920928955078125, _92, 0.5); float r = _94; float _98 = sin(float(_85)); float _100 = fma(0.300000011920928955078125, _98, 0.5); float g = _100; int _105 = (_82 ^ _85) & 1; int checkerboard = _105; float _107 = float(_105); float _111 = fma(_107, 0.800000011920928955078125, 0.20000000298023223876953125); float _113 = _94 * _111; r = _113; float _119 = _100 * _111; g = _119; out.out_color = float4(_113, _119, 0.1500000059604644775390625, 1.0); return out; }