#include #include using namespace metal; struct type_TransformBuffer { float4x4 world_to_projection; float4x4 projection_to_world; float4x4 world_to_view; float4x4 view_to_projection; packed_float3 camera_pos_world; float viewport_min_z; packed_float3 camera_dir_world; float viewport_max_z; float2 viewport_size; float2 viewport_offset; float2 render_size; float time; }; struct main0_out { float2 out_var_TEXCOORD0 [[user(locn0)]]; float4 out_var_COLOR0 [[user(locn1)]]; float3 out_var_NORMAL [[user(locn2)]]; float3 out_var_COLOR1 [[user(locn3)]]; float4 gl_Position [[position]]; }; struct main0_in { float3 in_var_pos [[attribute(0)]]; float2 in_var_uv [[attribute(1)]]; float4 in_var_color [[attribute(2)]]; float3 in_var_norm [[attribute(3)]]; }; vertex main0_out main0(main0_in in [[stage_in]], constant type_TransformBuffer& TransformBuffer [[buffer(0)]]) { main0_out out = {}; out.gl_Position = TransformBuffer.world_to_projection * float4(in.in_var_pos, 1.0); out.out_var_TEXCOORD0 = in.in_var_uv; out.out_var_COLOR0 = in.in_var_color; out.out_var_NORMAL = in.in_var_norm; out.out_var_COLOR1 = float3(0.20000000298023223876953125) + (float3(1.0) * precise::max(dot(in.in_var_norm, fast::normalize(-fast::normalize(float3(1.0)))), 0.0)); return out; }