#include #include using namespace metal; struct main0_out { float4 v0; float4 v1; float4 gl_Position; float gl_ClipDistance[2]; }; kernel void main0(uint3 gl_GlobalInvocationID [[thread_position_in_grid]], uint3 spvStageInputSize [[grid_size]], device main0_out* spvOut [[buffer(28)]]) { float gl_PointSize = {}; device main0_out& out = spvOut[gl_GlobalInvocationID.y * spvStageInputSize.x + gl_GlobalInvocationID.x]; if (any(gl_GlobalInvocationID >= spvStageInputSize)) return; out.v0 = float4(1.0); out.v1 = float4(2.0); out.gl_Position = float4(3.0); gl_PointSize = 4.0; out.gl_ClipDistance[0] = 1.0; out.gl_ClipDistance[1] = 0.5; }