#include using namespace metal; vertex float4 vertexShader(uint vertexID [[vertex_id]], constant simd::float3* vertexPositions) { float4 vertexOutPositions = float4(vertexPositions[vertexID][0], vertexPositions[vertexID][1], vertexPositions[vertexID][2], 1.0f); return vertexOutPositions; } fragment float4 fragmentShader(float4 vertexOutPositions [[stage_in]]) { return float4(182.0f/255.0f, 240.0f/255.0f, 228.0f/255.0f, 1.0f); }