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