38 lines
1.1 KiB
GLSL
38 lines
1.1 KiB
GLSL
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#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct main0_out
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{
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float4 outFragColor [[color(0)]];
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};
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struct main0_in
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{
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float3 inPos [[user(locn0)]];
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float3 inNormal [[user(locn1)]];
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float4 inInvModelView_0 [[user(locn2)]];
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float4 inInvModelView_1 [[user(locn3)]];
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float4 inInvModelView_2 [[user(locn4)]];
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float4 inInvModelView_3 [[user(locn5)]];
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float inLodBias [[user(locn6)]];
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};
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fragment main0_out main0(main0_in in [[stage_in]], texturecube<float> samplerColor [[texture(1)]], sampler samplerColorSmplr [[sampler(1)]])
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{
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main0_out out = {};
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float4x4 inInvModelView = {};
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inInvModelView[0] = in.inInvModelView_0;
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inInvModelView[1] = in.inInvModelView_1;
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inInvModelView[2] = in.inInvModelView_2;
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inInvModelView[3] = in.inInvModelView_3;
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float3 cI = normalize(in.inPos);
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float3 cR = reflect(cI, normalize(in.inNormal));
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cR = float3((inInvModelView * float4(cR, 0.0)).xyz);
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cR.x *= (-1.0);
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out.outFragColor = samplerColor.sample(samplerColorSmplr, cR, bias(in.inLodBias));
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return out;
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}
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