#include #include using namespace metal; struct V { float4 a; float4 b; float4 c; float4 d; }; struct main0_out { float4 V_b; float4 V_c; float4 V_d; float4 gl_Position; }; 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_Position = float4(1.0); _22.a = float4(2.0); _22.b = float4(3.0); out.V_b = _22.b; out.V_c = _22.c; out.V_d = _22.d; }