#include #include using namespace metal; struct main0_out { float4 gl_Position [[position]]; }; struct main0_in { float4 gl_Position [[attribute(0)]]; }; struct main0_patchIn { patch_control_point gl_in; }; [[ patch(triangle, 0) ]] vertex main0_out main0(main0_patchIn patchIn [[stage_in]], float3 gl_TessCoord [[position_in_patch]]) { main0_out out = {}; out.gl_Position = ((patchIn.gl_in[0].gl_Position * gl_TessCoord.x) + (patchIn.gl_in[1].gl_Position * gl_TessCoord.y)) + (patchIn.gl_in[2].gl_Position * gl_TessCoord.z); return out; }