#include #include using namespace metal; struct InstanceData { float4x4 MATRIX_MVP; float4 Color; }; struct gInstanceData { InstanceData _data[1]; }; struct main0_out { float4 _entryPointOutput_Color [[user(locn0)]]; float4 gl_Position [[position]]; }; struct main0_in { float3 PosL [[attribute(0)]]; }; vertex main0_out main0(main0_in in [[stage_in]], const device gInstanceData& gInstanceData_1 [[buffer(0)]], uint gl_InstanceIndex [[instance_id]]) { main0_out out = {}; out.gl_Position = float4(in.PosL, 1.0) * gInstanceData_1._data[gl_InstanceIndex].MATRIX_MVP; out._entryPointOutput_Color = gInstanceData_1._data[gl_InstanceIndex].Color; return out; }