Backlog/projects/content/_shaders/msl/meshes.vert.msl

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#include <metal_stdlib>
#include <simd/simd.h>
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)]];
float3 out_var_TEXCOORD2 [[user(locn2)]];
float4 gl_Position [[position]];
};
struct main0_in
{
float3 in_var_TEXCOORD0 [[attribute(0)]];
float3 in_var_TEXCOORD1 [[attribute(1)]];
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 _44 = float4(in.in_var_TEXCOORD0, 1.0);
out.out_var_TEXCOORD0 = in.in_var_TEXCOORD3;
out.out_var_TEXCOORD1 = _44.xyz;
out.out_var_TEXCOORD2 = in.in_var_TEXCOORD1;
out.gl_Position = Uniforms.ViewProjection * (scene._m0[gl_InstanceIndex].Model * _44);
return out;
}