targets = "METAL"

[msl_pipeline]
allow_and_force_point_size = false
vertex_pulling_transform = true

[[msl_pipeline.vertex_buffer_mappings]]
attributes = [
    { offset = 0, shader_location = 0, format = "Float32" },
    { offset = 4, shader_location = 1, format = "Float32x4" },
]
id = 1
indexed_by_vertex = true
stride = 20

[[msl_pipeline.vertex_buffer_mappings]]
attributes = [{ offset = 0, shader_location = 2, format = "Float32x2" }]
id = 2
indexed_by_vertex = false
stride = 16
