#include #include using namespace metal; 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)]]) { main0_out out = {}; out.out_var_TEXCOORD0 = in.in_var_TEXCOORD0; out.gl_Position = Uniforms.ViewProjection * float4(in.in_var_TEXCOORD0, 1.0); return out; }