SPIRV-Cross/reference/shaders-msl-no-opt/frag/ubo-offset-out-of-order.frag

29 lines
412 B
GLSL
Raw Normal View History

#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct UBO
{
float4 v;
float4x4 m;
};
struct main0_out
{
float4 FragColor [[color(0)]];
};
struct main0_in
{
float4 vColor [[user(locn0)]];
};
fragment main0_out main0(main0_in in [[stage_in]], constant UBO& _13 [[buffer(0)]])
{
main0_out out = {};
out.FragColor = (_13.m * in.vColor) + _13.v;
return out;
}