#include #include using namespace metal; struct main0_out { float2 vTexCoord [[user(locn0)]]; float4 gl_Position [[position]]; }; struct main0_in { float2 aPosition [[attribute(0)]]; }; vertex main0_out main0(main0_in in [[stage_in]], int uGridlineCount [[buffer(0)]], float4x4 uTransform [[buffer(1)]], uint gl_VertexID [[vertex_id]], uint gl_InstanceID [[instance_id]]) { main0_out out = {}; out.vTexCoord = in.aPosition * float(uGridlineCount); out.gl_Position = uTransform * float4(in.aPosition.x, 0.0, in.aPosition.y, 1.0); return out; }