#include #include using namespace metal; struct Uniforms { float4 sk_RTAdjust; }; struct Inputs { float4 pos; }; struct Outputs { float4 sk_Position [[position]]; float sk_PointSize [[point_size]]; }; vertex Outputs vertexMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], uint sk_VertexID [[vertex_id]], uint sk_InstanceID [[instance_id]]) { Outputs _out; (void)_out; _out.sk_Position = _in.pos; _out.sk_Position = float4(_out.sk_Position.xy * _uniforms.sk_RTAdjust.xz + _out.sk_Position.ww * _uniforms.sk_RTAdjust.yw, 0.0, _out.sk_Position.w); return (_out.sk_Position.y = -_out.sk_Position.y, _out); }