#include #include using namespace metal; struct main0_out { float4 gl_Position [[position]]; }; struct main0_in { float4 Floats [[attribute(0)]]; float4 Floats2 [[attribute(2)]]; }; struct main0_patchIn { patch_control_point gl_in; }; [[ patch(quad, 0) ]] vertex main0_out main0(main0_patchIn patchIn [[stage_in]], float2 gl_TessCoord [[position_in_patch]]) { main0_out out = {}; out.gl_Position = (patchIn.gl_in[0].Floats * gl_TessCoord.x) + (patchIn.gl_in[1].Floats2 * gl_TessCoord.y); return out; }