#include using namespace metal; struct Output { float4 Position; float4 color; }; struct tint_symbol_1 { float4 color [[user(locn0)]]; float4 Position [[position]]; }; struct tint_array_wrapper { float2 arr[4]; }; struct tint_array_wrapper_1 { float4 arr[4]; }; Output tint_symbol_inner(uint VertexIndex, uint InstanceIndex) { tint_array_wrapper zv = {.arr={float2(0.200000003f, 0.200000003f), float2(0.300000012f, 0.300000012f), float2(-0.100000001f, -0.100000001f), float2(1.100000024f, 1.100000024f)}}; float const z = zv.arr[InstanceIndex][0]; Output output = {}; output.Position = float4(0.5f, 0.5f, z, 1.0f); tint_array_wrapper_1 colors = {.arr={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.arr[InstanceIndex]; return output; } vertex tint_symbol_1 tint_symbol(uint VertexIndex [[vertex_id]], uint InstanceIndex [[instance_id]]) { Output const inner_result = tint_symbol_inner(VertexIndex, InstanceIndex); tint_symbol_1 wrapper_result = {}; wrapper_result.Position = inner_result.Position; wrapper_result.color = inner_result.color; return wrapper_result; }