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#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct Block
{
float4 a;
float4 b;
};
struct PatchBlock
{
float4 a;
float4 b;
};
struct Foo
{
float4 a;
float4 b;
};
struct main0_out
{
float4 gl_Position [[position]];
};
struct main0_in
{
float4 vColor;
float4 blocks_a;
float4 blocks_b;
Foo vFoos;
};
struct main0_patchIn
{
float4 vColors;
float4 patch_block_a;
float4 patch_block_b;
Foo vFoo;
};
[[ patch(quad, 0) ]] vertex main0_out main0(uint gl_PrimitiveID [[patch_id]], const device main0_patchIn* spvPatchIn [[buffer(20)]], const device main0_in* spvIn [[buffer(22)]])
{
main0_out out = {};
PatchBlock patch_block = {};
const device main0_in* gl_in = &spvIn[gl_PrimitiveID * 0];
const device main0_patchIn& patchIn = spvPatchIn[gl_PrimitiveID];
patch_block.a = patchIn.patch_block_a;
patch_block.b = patchIn.patch_block_b;
out.gl_Position = gl_in[0].blocks_a;
out.gl_Position += gl_in[0].blocks_b;
out.gl_Position += gl_in[1].blocks_a;
out.gl_Position += gl_in[1].blocks_b;
out.gl_Position += patch_block.a;
out.gl_Position += patch_block.b;
out.gl_Position += gl_in[0].vColor;
out.gl_Position += gl_in[1].vColor;
out.gl_Position += patchIn.vColors;
out.gl_Position += patchIn.vFoo.a;
out.gl_Position += patchIn.vFoo.b;
out.gl_Position += gl_in[0].vFoos.a;
out.gl_Position += gl_in[0].vFoos.b;
out.gl_Position += gl_in[1].vFoos.a;
out.gl_Position += gl_in[1].vFoos.b;
return out;
}
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