SPIRV-Cross/reference/shaders-msl/vert/invariant.msl21.vert

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#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct main0_out
{
float4 gl_Position [[position, invariant]];
};
struct main0_in
{
float4 vInput0 [[attribute(0)]];
float4 vInput1 [[attribute(1)]];
float4 vInput2 [[attribute(2)]];
};
vertex main0_out main0(main0_in in [[stage_in]])
{
main0_out out = {};
float4 _20 = in.vInput1 * in.vInput2;
float4 _21 = in.vInput0 + _20;
out.gl_Position = _21;
return out;
}