In Chapter 21 when writing the shaders for the ray tracer it seems, for the first time in the book, the arguments to the shaders are not being qualified with attributes. E.g.
kernel void accumulateKernel(constant Uniforms &uniforms, texture2d<float> renderTex, texture2d<float, access:: read_write> t, uint2 tid [[ thread_position_in_grid ]])
That is, uniforms doesn’t have [[ buffer(0) ]] and the textures don’t have [[ texture(0) ]] or [[ texture(1) ]] qualifying them. Are these implicitly added based on their order? I’m having trouble finding documentation confirming this.