#include #include using namespace metal; struct main0_out { float4 gl_Position [[position]]; }; struct main0_patchIn { float4 gl_TessLevel [[attribute(0)]]; }; [[ patch(triangle, 0) ]] vertex main0_out main0(main0_patchIn patchIn [[stage_in]], float3 gl_TessCoord [[position_in_patch]]) { main0_out out = {}; float gl_TessLevelInner[2] = {}; float gl_TessLevelOuter[4] = {}; gl_TessLevelInner[0] = patchIn.gl_TessLevel.w; gl_TessLevelOuter[0] = patchIn.gl_TessLevel.x; gl_TessLevelOuter[1] = patchIn.gl_TessLevel.y; gl_TessLevelOuter[2] = patchIn.gl_TessLevel.z; out.gl_Position = float4((gl_TessCoord.x * gl_TessLevelInner[0]) * gl_TessLevelOuter[0], (gl_TessCoord.y * gl_TessLevelInner[0]) * gl_TessLevelOuter[1], (gl_TessCoord.z * gl_TessLevelInner[0]) * gl_TessLevelOuter[2], 1.0); return out; }