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And my shader is typedef struct { float3 position [[attribute(0)]]; } Vertex; typedef struct { float4 position [[position]]; } ColorInOut; typedef struct { matrix_float4x4 projectionMatrix; matrix_float4x4 modelViewMatrix; } Uniforms; vertex ColorInOut vertex_shader(device Vertex *vertices [[buffer(0)]], uint vertexId [[vertex_id]], constant Uniforms & uniforms [[ buffer(1) ]]) { ColorInOut out; Vertex in = vertices[vertexId]; float4 position = float4(in.position, 1.0); out.position = uniforms.projectionMatrix * uniforms.modelViewMatrix * position; return out; } fragment float4 fragment_shader(ColorInOut in [[stage_in]]) { // Blue return float4(0, 0, 1, 1); }