#include using namespace metal; struct Output { float4 Position; float4 color; }; struct tint_symbol_2 { float4 color [[user(locn0)]]; float4 Position [[position]]; }; struct tint_array_wrapper_0 { float2 array[4]; }; struct tint_array_wrapper_1 { float4 array[4]; }; vertex tint_symbol_2 tint_symbol(uint VertexIndex [[vertex_id]], uint InstanceIndex [[instance_id]]) { tint_array_wrapper_0 const zv = {float2(0.200000003f, 0.200000003f), float2(0.300000012f, 0.300000012f), float2(-0.100000001f, -0.100000001f), float2(1.100000024f, 1.100000024f)}; float const z = zv.array[InstanceIndex].x; Output output = {}; output.Position = float4(0.5f, 0.5f, z, 1.0f); tint_array_wrapper_1 const colors = {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.array[InstanceIndex]; tint_symbol_2 const tint_symbol_3 = {.color=output.color, .Position=output.Position}; return tint_symbol_3; }