#include using namespace metal; struct Uniforms { /* 0x0000 */ float4x4 modelViewProjectionMatrix; }; struct VertexInput { float4 cur_position; float4 color; }; struct VertexOutput { float4 vtxFragColor; float4 Position; }; struct tint_symbol_1 { float4 cur_position [[attribute(0)]]; float4 color [[attribute(1)]]; }; struct tint_symbol_2 { float4 vtxFragColor [[user(locn0)]]; float4 Position [[position]]; }; struct tint_symbol_4 { float4 fragColor [[user(locn0)]]; }; struct tint_symbol_5 { float4 value [[color(0)]]; }; vertex tint_symbol_2 vtx_main(tint_symbol_1 tint_symbol [[stage_in]], constant Uniforms& uniforms [[buffer(0)]]) { VertexInput const input = {.cur_position=tint_symbol.cur_position, .color=tint_symbol.color}; VertexOutput output = {}; output.Position = (uniforms.modelViewProjectionMatrix * input.cur_position); output.vtxFragColor = input.color; tint_symbol_2 const tint_symbol_6 = {.vtxFragColor=output.vtxFragColor, .Position=output.Position}; return tint_symbol_6; } fragment tint_symbol_5 frag_main(tint_symbol_4 tint_symbol_3 [[stage_in]]) { float4 const fragColor = tint_symbol_3.fragColor; tint_symbol_5 const tint_symbol_7 = {.value=fragColor}; return tint_symbol_7; }