#include #include using namespace metal; struct Scene { float4x4 Model; float4 Color; }; struct type_StructuredBuffer_Scene { Scene _m0[1]; }; struct type_Uniforms { float4x4 ViewProjection; }; struct main0_out { float3 out_var_TEXCOORD0 [[user(locn0)]]; float4 gl_Position [[position]]; }; struct main0_in { float3 in_var_TEXCOORD0 [[attribute(0)]]; }; 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 = {}; out.out_var_TEXCOORD0 = scene._m0[gl_InstanceIndex].Color.xyz; out.gl_Position = Uniforms.ViewProjection * (scene._m0[gl_InstanceIndex].Model * float4(in.in_var_TEXCOORD0, 1.0)); return out; }