/// /// The input locations for the Metal vertex shaders /// typedef enum VertexInputIndex { /// The transformation matrix VertexInputIndexMatrix = 0, /// The vertices to render VertexInputIndexVertices = 1, /// The texture transformation matrix VertexTextureMatrix = 2 } VertexInputIndex; /// /// The input locations for the Metal fragment shaders /// typedef enum FragmentInputIndex { /// The texture to render FragmentIndexTexture = 0, /// The eraser texture to render FragmentIndexEraseTexture = 1, /// The clip mask texture to apply to the rendering FragmentIndexClipMaskTexture = 2, /// The alpha value to use for the fragment FragmentAlpha = 3 } FragmentInputIndex;