SPIRV-Cross/reference/shaders-msl/vert/uniform-struct-out-of-order-offests.vert

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#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct data_u_t
{
int4 m1[3];
uint m3;
uint3 m2;
int4 m0[8];
};
struct main0_out
{
float foo [[user(locn0)]];
float4 gl_Position [[position]];
};
struct main0_in
{
float4 vtx_posn [[attribute(0)]];
};
vertex main0_out main0(main0_in in [[stage_in]], constant data_u_t& data_u [[buffer(0)]])
{
main0_out out = {};
out.gl_Position = in.vtx_posn;
int4 a = data_u.m1[1];
uint3 b = data_u.m2;
int c = data_u.m0[4].x;
out.foo = float((uint3(a.xyz) + b).y * uint(c));
return out;
}