#include #include using namespace metal; struct Input { float2 v0; float2 v1; float3 v2; float4 v3; float v4; float v5; float v6; }; struct main0_out { float4 FragColor [[color(0)]]; }; struct main0_in { float2 Input_v0 [[user(locn0), centroid_no_perspective]]; float2 Input_v1 [[user(locn1), centroid_no_perspective]]; float3 Input_v2 [[user(locn2), centroid_no_perspective]]; float4 Input_v3 [[user(locn3), centroid_no_perspective]]; float Input_v4 [[user(locn4), centroid_no_perspective]]; float Input_v5 [[user(locn5), centroid_no_perspective]]; float Input_v6 [[user(locn6), centroid_no_perspective]]; }; fragment main0_out main0(main0_in in [[stage_in]]) { main0_out out = {}; Input inp = {}; inp.v0 = in.Input_v0; inp.v1 = in.Input_v1; inp.v2 = in.Input_v2; inp.v3 = in.Input_v3; inp.v4 = in.Input_v4; inp.v5 = in.Input_v5; inp.v6 = in.Input_v6; out.FragColor = float4(inp.v0.x + inp.v1.y, inp.v2.xy, ((inp.v3.w * inp.v4) + inp.v5) - inp.v6); return out; }