#include #include using namespace metal; struct Struct { packed_uint2 flags[1]; }; struct defaultUniformsVS { Struct flags; float4 uquad[4]; float4x4 umatrix; }; struct main0_out { float4 gl_Position [[position]]; }; struct main0_in { float4 a_position [[attribute(0)]]; }; vertex main0_out main0(main0_in in [[stage_in]], constant defaultUniformsVS& _25 [[buffer(0)]], uint gl_VertexIndex [[vertex_id]]) { main0_out out = {}; out.gl_Position = _25.umatrix * float4(_25.uquad[int(gl_VertexIndex)].x, _25.uquad[int(gl_VertexIndex)].y, in.a_position.z, in.a_position.w); if (_25.flags.flags[0][0u] != 0u) { out.gl_Position.z = 0.0; } return out; }