#include #include using namespace metal; struct Scene { float4x4 Model; }; struct type_StructuredBuffer_Scene { Scene _m0[1]; }; struct type_Uniforms { float4x4 ViewProjection; float time; }; struct main0_out { float2 out_var_TEXCOORD0 [[user(locn0)]]; float3 out_var_TEXCOORD1 [[user(locn1)]]; float4 gl_Position [[position]]; }; struct main0_in { float3 in_var_TEXCOORD0 [[attribute(0)]]; float2 in_var_TEXCOORD3 [[attribute(3)]]; }; vertex main0_out main0(main0_in in [[stage_in]], constant type_Uniforms& Uniforms [[buffer(0)]], const device type_StructuredBuffer_Scene& scene [[buffer(1)]], uint gl_InstanceIndex [[instance_id]]) { main0_out out = {}; float4 _41 = float4(in.in_var_TEXCOORD0, 1.0); out.out_var_TEXCOORD0 = in.in_var_TEXCOORD3; out.out_var_TEXCOORD1 = _41.xyz; out.gl_Position = Uniforms.ViewProjection * (scene._m0[gl_InstanceIndex].Model * _41); return out; }