#include #include using namespace metal; struct Output { float2 v0; float2 v1; float3 v2; float4 v3; float v4; float v5; float v6; }; struct main0_out { float2 Output_v0 [[user(locn0)]]; float2 Output_v1 [[user(locn1)]]; float3 Output_v2 [[user(locn2)]]; float4 Output_v3 [[user(locn3)]]; float Output_v4 [[user(locn4)]]; float Output_v5 [[user(locn5)]]; float Output_v6 [[user(locn6)]]; float4 gl_Position [[position]]; }; struct main0_in { float4 Position [[attribute(0)]]; }; vertex main0_out main0(main0_in in [[stage_in]]) { main0_out out = {}; Output outp = {}; outp.v0 = in.Position.xy; outp.v1 = in.Position.zw; outp.v2 = float3(in.Position.x, in.Position.z * in.Position.y, in.Position.x); outp.v3 = in.Position.xxyy; outp.v4 = in.Position.w; outp.v5 = in.Position.y; outp.v6 = in.Position.x * in.Position.w; out.gl_Position = in.Position; out.Output_v0 = outp.v0; out.Output_v1 = outp.v1; out.Output_v2 = outp.v2; out.Output_v3 = outp.v3; out.Output_v4 = outp.v4; out.Output_v5 = outp.v5; out.Output_v6 = outp.v6; return out; }