SPIRV-Cross/reference/shaders-msl/frag/in_mat.frag

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