#pragma clang diagnostic ignored "-Wmissing-braces" #pragma clang diagnostic ignored "-Wunused-variable" #include #include template struct unsafe_array { T __Elements[Num ? Num : 1]; constexpr size_t size() const thread { return Num; } constexpr size_t max_size() const thread { return Num; } constexpr bool empty() const thread { return Num == 0; } constexpr size_t size() const device { return Num; } constexpr size_t max_size() const device { return Num; } constexpr bool empty() const device { return Num == 0; } constexpr size_t size() const constant { return Num; } constexpr size_t max_size() const constant { return Num; } constexpr bool empty() const constant { return Num == 0; } constexpr size_t size() const threadgroup { return Num; } constexpr size_t max_size() const threadgroup { return Num; } constexpr bool empty() const threadgroup { return Num == 0; } thread T &operator[](size_t pos) thread { return __Elements[pos]; } constexpr const thread T &operator[](size_t pos) const thread { return __Elements[pos]; } device T &operator[](size_t pos) device { return __Elements[pos]; } constexpr const device T &operator[](size_t pos) const device { return __Elements[pos]; } constexpr const constant T &operator[](size_t pos) const constant { return __Elements[pos]; } threadgroup T &operator[](size_t pos) threadgroup { return __Elements[pos]; } constexpr const threadgroup T &operator[](size_t pos) const threadgroup { return __Elements[pos]; } }; using namespace metal; struct Vert { unsafe_array arr; float3x3 wMatrix; float4 wTmp; }; struct main0_out { float3 vMatrix_0 [[user(locn0)]]; float3 vMatrix_1 [[user(locn1)]]; float3 vMatrix_2 [[user(locn2)]]; float Vert_arr_0 [[user(locn4)]]; float Vert_arr_1 [[user(locn5)]]; float Vert_arr_2 [[user(locn6)]]; float3 Vert_wMatrix_0 [[user(locn7)]]; float3 Vert_wMatrix_1 [[user(locn8)]]; float3 Vert_wMatrix_2 [[user(locn9)]]; float4 Vert_wTmp [[user(locn10)]]; float4 gl_Position [[position]]; }; struct main0_in { float3 Matrix_0 [[attribute(0)]]; float3 Matrix_1 [[attribute(1)]]; float3 Matrix_2 [[attribute(2)]]; float4 Pos [[attribute(4)]]; }; vertex main0_out main0(main0_in in [[stage_in]]) { main0_out out = {}; float3x3 vMatrix = {}; Vert _20 = {}; float3x3 Matrix = {}; Matrix[0] = in.Matrix_0; Matrix[1] = in.Matrix_1; Matrix[2] = in.Matrix_2; vMatrix = Matrix; _20.wMatrix = Matrix; _20.arr[0] = 1.0; _20.arr[1] = 2.0; _20.arr[2] = 3.0; _20.wTmp = in.Pos; out.gl_Position = in.Pos; out.vMatrix_0 = vMatrix[0]; out.vMatrix_1 = vMatrix[1]; out.vMatrix_2 = vMatrix[2]; out.Vert_arr_0 = _20.arr[0]; out.Vert_arr_1 = _20.arr[1]; out.Vert_arr_2 = _20.arr[2]; out.Vert_wMatrix_0 = _20.wMatrix[0]; out.Vert_wMatrix_1 = _20.wMatrix[1]; out.Vert_wMatrix_2 = _20.wMatrix[2]; out.Vert_wTmp = _20.wTmp; return out; }