#pragma clang diagnostic ignored "-Wmissing-prototypes" #pragma clang diagnostic ignored "-Wmissing-braces" #include #include using namespace metal; template struct spvUnsafeArray { T elements[Num ? Num : 1]; 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]; } }; struct Matrices { float4x4 vpMatrix; float4x4 wMatrix; float4x3 wMatrix4x3; float3x4 wMatrix3x4; }; struct main0_out { float3 OutNormal [[user(locn0)]]; float4 OutWorldPos_0 [[user(locn1)]]; float4 OutWorldPos_1 [[user(locn2)]]; float4 OutWorldPos_2 [[user(locn3)]]; float4 OutWorldPos_3 [[user(locn4)]]; float4 gl_Position [[position]]; }; struct main0_in { float3 InPos [[attribute(0)]]; float3 InNormal [[attribute(1)]]; }; template T spvFMul(T l, T r) { return fma(l, r, T(0)); } template vec spvFMulVectorMatrix(vec v, matrix m) { vec res = vec(0); for (uint i = Rows; i > 0; --i) { vec tmp(0); for (uint j = 0; j < Cols; ++j) { tmp[j] = m[j][i - 1]; } res = fma(tmp, vec(v[i - 1]), res); } return res; } template vec spvFMulMatrixVector(matrix m, vec v) { vec res = vec(0); for (uint i = Cols; i > 0; --i) { res = fma(m[i - 1], vec(v[i - 1]), res); } return res; } template matrix spvFMulMatrixMatrix(matrix l, matrix r) { matrix res; for (uint i = 0; i < RCols; i++) { vec tmp(0); for (uint j = 0; j < LCols; j++) { tmp = fma(vec(r[i][j]), l[j], tmp); } res[i] = tmp; } return res; } vertex main0_out main0(main0_in in [[stage_in]], constant Matrices& _22 [[buffer(0)]]) { main0_out out = {}; spvUnsafeArray OutWorldPos = {}; float4 _37 = float4(in.InPos, 1.0); out.gl_Position = spvFMulMatrixVector(spvFMulMatrixMatrix(_22.vpMatrix, _22.wMatrix), _37); OutWorldPos[0] = spvFMulMatrixVector(_22.wMatrix, _37); OutWorldPos[1] = spvFMulVectorMatrix(_37, _22.wMatrix); OutWorldPos[2] = spvFMulMatrixVector(_22.wMatrix3x4, in.InPos); OutWorldPos[3] = spvFMulVectorMatrix(in.InPos, _22.wMatrix4x3); out.OutNormal = spvFMulMatrixVector(_22.wMatrix, float4(in.InNormal, 0.0)).xyz; out.OutWorldPos_0 = OutWorldPos[0]; out.OutWorldPos_1 = OutWorldPos[1]; out.OutWorldPos_2 = OutWorldPos[2]; out.OutWorldPos_3 = OutWorldPos[3]; return out; }