SPIRV-Cross/reference/opt/shaders-msl/vert/in_out_array_mat.vert

68 lines
2.0 KiB
GLSL
Raw Normal View History

#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct UBO
{
float4x4 projection;
float4x4 model;
float lodBias;
};
struct main0_out
{
float3 outPos [[user(locn0)]];
float3 outNormal [[user(locn1)]];
float4 outTransModel_0 [[user(locn2)]];
float4 outTransModel_1 [[user(locn3)]];
float4 outTransModel_2 [[user(locn4)]];
float4 outTransModel_3 [[user(locn5)]];
float outLodBias [[user(locn6)]];
float4 color [[user(locn7)]];
float4 gl_Position [[position]];
};
struct main0_in
{
float3 inPos [[attribute(0)]];
float4 colors_0 [[attribute(1)]];
float4 colors_1 [[attribute(2)]];
float4 colors_2 [[attribute(3)]];
float3 inNormal [[attribute(4)]];
float4 inViewMat_0 [[attribute(5)]];
float4 inViewMat_1 [[attribute(6)]];
float4 inViewMat_2 [[attribute(7)]];
float4 inViewMat_3 [[attribute(8)]];
};
vertex main0_out main0(main0_in in [[stage_in]], constant UBO& ubo [[buffer(0)]])
{
main0_out out = {};
float4x4 outTransModel = {};
float4 colors[3] = {};
float4x4 inViewMat = {};
colors[0] = in.colors_0;
colors[1] = in.colors_1;
colors[2] = in.colors_2;
inViewMat[0] = in.inViewMat_0;
inViewMat[1] = in.inViewMat_1;
inViewMat[2] = in.inViewMat_2;
inViewMat[3] = in.inViewMat_3;
float4 _64 = float4(in.inPos, 1.0);
out.gl_Position = (ubo.projection * ubo.model) * _64;
out.outPos = float3((ubo.model * _64).xyz);
out.outNormal = float3x3(float3(ubo.model[0].x, ubo.model[0].y, ubo.model[0].z), float3(ubo.model[1].x, ubo.model[1].y, ubo.model[1].z), float3(ubo.model[2].x, ubo.model[2].y, ubo.model[2].z)) * in.inNormal;
out.outLodBias = ubo.lodBias;
outTransModel = transpose(ubo.model) * inViewMat;
outTransModel[2] = float4(in.inNormal, 1.0);
outTransModel[1].y = ubo.lodBias;
out.color = colors[2];
out.outTransModel_0 = outTransModel[0];
out.outTransModel_1 = outTransModel[1];
out.outTransModel_2 = outTransModel[2];
out.outTransModel_3 = outTransModel[3];
return out;
}