SPIRV-Cross/reference/shaders-msl/vert/interface-block-block-composites.frag

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#pragma clang diagnostic ignored "-Wmissing-braces"
#pragma clang diagnostic ignored "-Wunused-variable"
#include <metal_stdlib>
#include <simd/simd.h>
template <typename T, size_t Num>
struct unsafe_array
{
T __Elements[Num ? Num : 1];
constexpr size_t size() const thread { return Num; }
constexpr size_t max_size() const thread { return Num; }
constexpr bool empty() const thread { return Num == 0; }
constexpr size_t size() const device { return Num; }
constexpr size_t max_size() const device { return Num; }
constexpr bool empty() const device { return Num == 0; }
constexpr size_t size() const constant { return Num; }
constexpr size_t max_size() const constant { return Num; }
constexpr bool empty() const constant { return Num == 0; }
constexpr size_t size() const threadgroup { return Num; }
constexpr size_t max_size() const threadgroup { return Num; }
constexpr bool empty() const threadgroup { return Num == 0; }
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];
}
};
using namespace metal;
struct Vert
{
float3x3 wMatrix;
float4 wTmp;
unsafe_array<float,4> arr;
};
struct main0_out
{
float4 FragColor [[color(0)]];
};
struct main0_in
{
float3 vMatrix_0 [[user(locn0)]];
float3 vMatrix_1 [[user(locn1)]];
float3 vMatrix_2 [[user(locn2)]];
float3 Vert_wMatrix_0 [[user(locn4)]];
float3 Vert_wMatrix_1 [[user(locn5)]];
float3 Vert_wMatrix_2 [[user(locn6)]];
float4 Vert_wTmp [[user(locn7)]];
float Vert_arr_0 [[user(locn8)]];
float Vert_arr_1 [[user(locn9)]];
float Vert_arr_2 [[user(locn10)]];
float Vert_arr_3 [[user(locn11)]];
};
fragment main0_out main0(main0_in in [[stage_in]])
{
main0_out out = {};
Vert _17 = {};
float3x3 vMatrix = {};
_17.wMatrix[0] = in.Vert_wMatrix_0;
_17.wMatrix[1] = in.Vert_wMatrix_1;
_17.wMatrix[2] = in.Vert_wMatrix_2;
_17.wTmp = in.Vert_wTmp;
_17.arr[0] = in.Vert_arr_0;
_17.arr[1] = in.Vert_arr_1;
_17.arr[2] = in.Vert_arr_2;
_17.arr[3] = in.Vert_arr_3;
vMatrix[0] = in.vMatrix_0;
vMatrix[1] = in.vMatrix_1;
vMatrix[2] = in.vMatrix_2;
out.FragColor = (_17.wMatrix[0].xxyy + _17.wTmp) + vMatrix[1].yyzz;
for (int i = 0; i < 4; i++)
{
out.FragColor += float4(_17.arr[i]);
}
return out;
}