Removed Travis-killing MSL test: flatten/copy.flatten.vert.

This commit is contained in:
Bill Hollings 2017-01-31 12:01:13 -05:00
parent d1737c65cf
commit de72b3328e
2 changed files with 0 additions and 82 deletions

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@ -1,48 +0,0 @@
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct Light
{
float3 Position;
float Radius;
float4 Color;
};
struct UBO
{
float4x4 uMVP;
Light lights[4];
};
struct main0_in
{
float4 aVertex [[attribute(0)]];
float3 aNormal [[attribute(1)]];
};
struct main0_out
{
float4 vColor [[user(locn0)]];
float4 gl_Position [[position]];
float gl_PointSize;
};
vertex main0_out main0(main0_in in [[stage_in]], constant UBO& _21 [[buffer(0)]])
{
main0_out out = {};
out.gl_Position = _21.uMVP * in.aVertex;
out.vColor = float4(0.0);
for (int i = 0; i < 4; i++)
{
Light light;
light.Position = _21.lights[i].Position;
light.Radius = _21.lights[i].Radius;
light.Color = _21.lights[i].Color;
float3 L = in.aVertex.xyz - light.Position;
out.vColor += ((_21.lights[i].Color * clamp(1.0 - (length(L) / light.Radius), 0.0, 1.0)) * dot(in.aNormal, normalize(L)));
}
return out;
}

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#version 310 es
struct Light
{
vec3 Position;
float Radius;
vec4 Color;
};
layout(std140) uniform UBO
{
mat4 uMVP;
Light lights[4];
};
in vec4 aVertex;
in vec3 aNormal;
out vec4 vColor;
void main()
{
gl_Position = uMVP * aVertex;
vColor = vec4(0.0);
for (int i = 0; i < 4; ++i)
{
Light light = lights[i];
vec3 L = aVertex.xyz - light.Position;
vColor += dot(aNormal, normalize(L)) * (clamp(1.0 - length(L) / light.Radius, 0.0, 1.0) * lights[i].Color);
}
}