#include #include using namespace metal; struct MVPs { float4x4 MVP[2]; }; struct main0_out { float4 gl_Position [[position]]; uint gl_Layer [[render_target_array_index]]; }; struct main0_in { float4 Position [[attribute(0)]]; }; vertex main0_out main0(main0_in in [[stage_in]], constant uint* spvViewMask [[buffer(24)]], constant MVPs& _19 [[buffer(0)]], uint gl_InstanceIndex [[instance_id]], uint gl_BaseInstance [[base_instance]]) { main0_out out = {}; uint gl_ViewIndex = spvViewMask[0] + (gl_InstanceIndex - gl_BaseInstance) % spvViewMask[1]; gl_InstanceIndex = (gl_InstanceIndex - gl_BaseInstance) / spvViewMask[1] + gl_BaseInstance; out.gl_Position = _19.MVP[int(gl_ViewIndex)] * in.Position; out.gl_Layer = gl_ViewIndex - spvViewMask[0]; return out; }