#include #include using namespace metal; struct UBO { float4 A; float2 B0; float2 B1; float C0; float3 C1; packed_float3 D0; float D1; float E0; float E1; float E2; float E3; float F0; float2 F1; float F2; }; struct main0_out { float4 oA [[user(locn0)]]; float4 oB [[user(locn1)]]; float4 oC [[user(locn2)]]; float4 oD [[user(locn3)]]; float4 oE [[user(locn4)]]; float4 oF [[user(locn5)]]; float4 gl_Position [[position]]; }; vertex main0_out main0(constant UBO& _22 [[buffer(0)]]) { main0_out out = {}; out.gl_Position = float4(0.0); out.oA = _22.A; out.oB = float4(_22.B0, _22.B1); out.oC = float4(_22.C0, _22.C1) + float4(_22.C1.xy, _22.C1.z, _22.C0); out.oD = float4(_22.D0[0], _22.D0[1], _22.D0[2], _22.D1) + float4(_22.D0[0], _22.D0[1], _22.D0[2u], _22.D1); out.oE = float4(_22.E0, _22.E1, _22.E2, _22.E3); out.oF = float4(_22.F0, _22.F1, _22.F2); return out; }