#include #include using namespace metal; struct UBO { float4x4 mvp; float2 targSize; char pad2[8]; packed_float3 color; float opacity; }; struct main0_in { float4 aVertex [[attribute(0)]]; float3 aNormal [[attribute(1)]]; }; struct main0_out { float2 vSize [[user(locn0)]]; float3 vNormal [[user(locn1)]]; float3 vColor [[user(locn2)]]; float4 gl_Position [[position]]; float gl_PointSize [[point_size]]; }; vertex main0_out main0(main0_in in [[stage_in]], constant UBO& _18 [[buffer(0)]]) { main0_out out = {}; out.gl_Position = _18.mvp * in.aVertex; out.vNormal = in.aNormal; out.vColor = float3(_18.color) * _18.opacity; out.vSize = _18.targSize * _18.opacity; return out; }