Fix: EEVEE-Next: Metal shader compilation error
`vertex` is the name of the function entry point and is defined as a macro. Renaming fixes the issue.
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@ -4,12 +4,12 @@
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void main()
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{
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uint vertex = gl_GlobalInvocationID.x;
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if (vertex >= vertex_count) {
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uint vertex_id = gl_GlobalInvocationID.x;
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if (vertex_id >= vertex_count) {
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return;
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}
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out_buf[start_offset + vertex] = vec4(in_buf[vertex * vertex_stride + 0],
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in_buf[vertex * vertex_stride + 1],
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in_buf[vertex * vertex_stride + 2],
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1.0);
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out_buf[start_offset + vertex_id] = vec4(in_buf[vertex_id * vertex_stride + 0],
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in_buf[vertex_id * vertex_stride + 1],
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in_buf[vertex_id * vertex_stride + 2],
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1.0);
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}
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