#include #include using namespace metal; struct main0_out { float4 f [[user(locn0)]]; float4 gl_Position [[position]]; }; struct main0_in { float4 f2 [[attribute(0)]]; }; vertex void main0(main0_in in [[stage_in]], uint gl_VertexIndex [[vertex_id]], uint gl_BaseVertex [[base_vertex]], uint gl_InstanceIndex [[instance_id]], uint gl_BaseInstance [[base_instance]], device main0_out* spvOut [[buffer(28)]], device uint* spvIndirectParams [[buffer(29)]]) { device main0_out& out = spvOut[(gl_InstanceIndex - gl_BaseInstance) * spvIndirectParams[0] + gl_VertexIndex - gl_BaseVertex]; float4 _35; float4 _21 = modf(in.f2, _35); out.f = _35; out.gl_Position = _21; }