#pragma clang diagnostic ignored "-Wmissing-braces" #pragma clang diagnostic ignored "-Wunused-variable" #include #include template 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 Light { packed_float3 Position; float Radius; float4 Color; }; struct UBO { float4x4 uMVP; unsafe_array lights; }; struct main0_out { float4 vColor [[user(locn0)]]; float4 gl_Position [[position]]; }; struct main0_in { float4 aVertex [[attribute(0)]]; float3 aNormal [[attribute(1)]]; }; vertex main0_out main0(main0_in in [[stage_in]], constant UBO& _21 [[buffer(0)]]) { main0_out out = {}; out.gl_Position = _21.uMVP * in.aVertex; out.vColor = float4(0.0); for (int i = 0; i < 4; i++) { float3 L = in.aVertex.xyz - float3(_21.lights[i].Position); out.vColor += ((_21.lights[i].Color * fast::clamp(1.0 - (length(L) / _21.lights[i].Radius), 0.0, 1.0)) * dot(in.aNormal, normalize(L))); } return out; }