SPIRV-Cross/reference/opt/shaders-msl/frag/read-cull-clip-distance-in-function.frag

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#pragma clang diagnostic ignored "-Wmissing-prototypes"
#pragma clang diagnostic ignored "-Wmissing-braces"
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
template<typename T, size_t Num>
struct spvUnsafeArray
{
T elements[Num ? Num : 1];
thread T& operator [] (size_t pos) thread
{
return elements[pos];
}
constexpr const thread T& operator [] (size_t pos) const thread
{
return elements[pos];
}
device T& operator [] (size_t pos) device
{
return elements[pos];
}
constexpr const device T& operator [] (size_t pos) const device
{
return elements[pos];
}
constexpr const constant T& operator [] (size_t pos) const constant
{
return elements[pos];
}
threadgroup T& operator [] (size_t pos) threadgroup
{
return elements[pos];
}
constexpr const threadgroup T& operator [] (size_t pos) const threadgroup
{
return elements[pos];
}
};
struct main0_out
{
float4 FragColor [[color(0)]];
};
struct main0_in
{
float gl_ClipDistance_0 [[user(clip0)]];
float gl_ClipDistance_1 [[user(clip1)]];
float gl_CullDistance_0 [[user(cull0)]];
float gl_CullDistance_1 [[user(cull1)]];
};
fragment main0_out main0(main0_in in [[stage_in]])
{
main0_out out = {};
spvUnsafeArray<float, 2> gl_CullDistance = {};
spvUnsafeArray<float, 2> gl_ClipDistance = {};
gl_CullDistance[0] = in.gl_CullDistance_0;
gl_CullDistance[1] = in.gl_CullDistance_1;
gl_ClipDistance[0] = in.gl_ClipDistance_0;
gl_ClipDistance[1] = in.gl_ClipDistance_1;
out.FragColor = float4(gl_CullDistance[0], gl_CullDistance[1], gl_ClipDistance[0], gl_ClipDistance[1]);
return out;
}