#include #include using namespace metal; struct Position; struct PositionReferences; struct Position { float2 positions[1]; }; struct Registers { float4x4 view_projection; device PositionReferences* references; }; struct PositionReferences { device Position* buffers[1]; }; struct main0_out { float4 out_color [[user(locn0)]]; float4 gl_Position [[position]]; }; vertex main0_out main0(constant Registers& registers [[buffer(0)]], uint gl_InstanceIndex [[instance_id]], uint gl_VertexIndex [[vertex_id]]) { main0_out out = {}; int slice = int(gl_InstanceIndex); const device Position* __restrict positions = registers.references->buffers[slice]; float2 pos = positions->positions[int(gl_VertexIndex)] * 2.5; pos += ((float2(float(slice % 8), float(slice / 8)) - float2(3.5)) * 3.0); out.gl_Position = registers.view_projection * float4(pos, 0.0, 1.0); int index_x = int(gl_VertexIndex) % 16; int index_y = int(gl_VertexIndex) / 16; float r = 0.5 + (0.300000011920928955078125 * sin(float(index_x))); float g = 0.5 + (0.300000011920928955078125 * sin(float(index_y))); int checkerboard = (index_x ^ index_y) & 1; r *= ((float(checkerboard) * 0.800000011920928955078125) + 0.20000000298023223876953125); g *= ((float(checkerboard) * 0.800000011920928955078125) + 0.20000000298023223876953125); out.out_color = float4(r, g, 0.1500000059604644775390625, 1.0); return out; }