#include using namespace metal; struct VertexOut { float4 position [[position]]; }; struct ClearColor { FORMAT4 data; }; struct ConstantBuffers { constant ClearColor* clear_color; }; vertex VertexOut vertexMain(ushort vid [[vertex_id]]) { int low = vid & 1; int high = vid >> 1; VertexOut out; out.position.x = (float(low) - 0.5f) * 2.0f; out.position.y = (float(high) - 0.5f) * 2.0f; out.position.z = 0.0f; out.position.w = 1.0f; return out; } struct FragmentOut { FORMAT4 color [[color(COLOR_ATTACHMENT_INDEX)]]; }; fragment FragmentOut fragmentMain(VertexOut in [[stage_in]], constant ConstantBuffers &constant_buffers [[buffer(CONSTANT_BUFFERS_INDEX)]]) { return {constant_buffers.clear_color->data}; }