#include #include using namespace metal; struct Scene { float4 color; }; struct type_StructuredBuffer_Scene { Scene _m0[1]; }; constant float2 _30 = {}; constant float4 _31 = {}; struct main0_out { float4 out_var_TEXCOORD0 [[user(locn0)]]; float4 gl_Position [[position]]; }; vertex main0_out main0(const device type_StructuredBuffer_Scene& test [[buffer(0)]], uint gl_VertexIndex [[vertex_id]]) { main0_out out = {}; float4 _58; float2 _59; if (gl_VertexIndex == 0u) { _58 = test._m0[0u].color; _59 = float2(-1.0); } else { float4 _56; float2 _57; if (gl_VertexIndex == 1u) { _56 = test._m0[1u].color; _57 = float2(1.0, -1.0); } else { bool _48 = gl_VertexIndex == 2u; float4 _53; if (_48) { _53 = test._m0[2u].color; } else { _53 = _31; } _56 = _53; _57 = select(_30, float2(0.0, 1.0), bool2(_48)); } _58 = _56; _59 = _57; } out.out_var_TEXCOORD0 = _58; out.gl_Position = float4(_59, 0.0, 1.0); return out; }