#include #include using namespace metal; struct main0_out { float4 gl_Position [[position]]; }; struct main0_in { float4 FragColors [[attribute(2)]]; float4 gl_Position [[attribute(1)]]; }; struct main0_patchIn { float4 FragColor [[attribute(0)]]; float4 gl_TessLevelOuter [[attribute(3)]]; float2 gl_TessLevelInner [[attribute(4)]]; patch_control_point gl_in; }; [[ patch(quad, 0) ]] vertex main0_out main0(main0_patchIn patchIn [[stage_in]], uint gl_PrimitiveID [[patch_id]]) { main0_out out = {}; out.gl_Position = (((((float4(1.0) + patchIn.FragColor) + patchIn.gl_in[0].FragColors) + patchIn.gl_in[1].FragColors) + float4(patchIn.gl_TessLevelInner.x)) + float4(patchIn.gl_TessLevelOuter[int(gl_PrimitiveID) & 1])) + patchIn.gl_in[0].gl_Position; return out; }