#include using namespace metal; struct Output { float4 Position; float4 color; }; struct tint_symbol_2 { uint VertexIndex [[vertex_id]]; uint InstanceIndex [[instance_id]]; }; struct tint_symbol_3 { float4 color [[user(locn0)]]; float4 Position [[position]]; }; vertex tint_symbol_3 tint_symbol(tint_symbol_2 tint_symbol_1 [[stage_in]]) { uint const VertexIndex = tint_symbol_1.VertexIndex; uint const InstanceIndex = tint_symbol_1.InstanceIndex; float2 zv[4] const = {float2(0.200000003f, 0.200000003f), float2(0.300000012f, 0.300000012f), float2(-0.100000001f, -0.100000001f), float2(1.100000024f, 1.100000024f)}; float const z = zv[InstanceIndex].x; Output output = {}; output.Position = float4(0.5f, 0.5f, z, 1.0f); float4 colors[4] const = {float4(1.0f, 0.0f, 0.0f, 1.0f), float4(0.0f, 1.0f, 0.0f, 1.0f), float4(0.0f, 0.0f, 1.0f, 1.0f), float4(1.0f, 1.0f, 1.0f, 1.0f)}; output.color = colors[InstanceIndex]; return {output.color, output.Position}; }