#include #include using namespace metal; struct type_TransformBuffer { float4x4 modelMatrix; float4x4 viewMatrix; float4x4 projectionMatrix; float time; }; struct Scene { float4 color; }; struct type_StructuredBuffer_Scene { Scene _m0[1]; }; struct Scene2 { float4 color; float4 lmfao; }; struct type_StructuredBuffer_Scene2 { Scene2 _m0[1]; }; constant float2 _40 = {}; constant float4 _41 = {}; struct main0_out { float4 out_var_TEXCOORD0 [[user(locn0)]]; float4 gl_Position [[position]]; }; vertex main0_out main0(constant type_TransformBuffer& TransformBuffer [[buffer(0)]], const device type_StructuredBuffer_Scene& test [[buffer(1)]], const device type_StructuredBuffer_Scene2& test2 [[buffer(2)]], uint gl_VertexIndex [[vertex_id]]) { main0_out out = {}; float4 _68; float2 _69; if (gl_VertexIndex == 0u) { _68 = test._m0[0u].color; _69 = float2(-1.0); } else { float4 _66; float2 _67; if (gl_VertexIndex == 1u) { _66 = test2._m0[1u].color; _67 = float2(1.0, -1.0); } else { bool _58 = gl_VertexIndex == 2u; float4 _63; if (_58) { _63 = test._m0[2u].color; } else { _63 = _41; } _66 = _63; _67 = select(_40, float2(0.0, 1.0), bool2(_58)); } _68 = _66; _69 = _67; } out.out_var_TEXCOORD0 = _68; out.gl_Position = TransformBuffer.modelMatrix * float4(_69, 0.0, 1.0); return out; }