#include using namespace metal; struct VertexOut { float4 position [[position]]; }; struct FragmentOut { float depth [[depth(any)]]; uint stencil [[stencil]]; }; struct ClearDepth { float data; }; struct ConstantBuffers { constant ClearDepth* clear_depth; }; 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; } fragment FragmentOut fragmentMain(VertexOut in [[stage_in]], constant ConstantBuffers &constant_buffers [[buffer(20)]]) { FragmentOut out; out.depth = constant_buffers.clear_depth->data; // out.stencil = stencil_clear; return out; }