#include "shadertypes.h" #include using namespace metal; struct FragmentInput { float4 position [[position]]; float4 color; }; vertex FragmentInput vertexMain( uint vertexID [[vertex_id]], device const ShaderVertex* vtx [[buffer(ShaderInputIdxVertices)]] ) { FragmentInput out; out.position = vtx[vertexID].position; out.color = vtx[vertexID].color; return out; } fragment float4 fragmentMain(FragmentInput in [[stage_in]]) { return in.color; }