SPIRV-Cross/reference/opt/shaders-msl/vert/interface-block-block-composites.frag
Hans-Kristian Arntzen 5345756cab MSL: Support composites inside I/O blocks
I had to refactor the existing add_interface_block as it was
getting extremely large. Now it's all split up into different readable
functions.
2019-01-09 09:33:10 +01:00

59 lines
1.3 KiB
GLSL

#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct Vert
{
float3x3 wMatrix;
float4 wTmp;
float arr[4];
};
struct main0_out
{
float4 FragColor [[color(0)]];
};
struct main0_in
{
float3 vMatrix_0 [[user(locn0)]];
float3 vMatrix_1 [[user(locn1)]];
float3 vMatrix_2 [[user(locn2)]];
float3 Vert_wMatrix_0 [[user(locn4)]];
float3 Vert_wMatrix_1 [[user(locn5)]];
float3 Vert_wMatrix_2 [[user(locn6)]];
float4 Vert_wTmp [[user(locn7)]];
float Vert_arr_0 [[user(locn8)]];
float Vert_arr_1 [[user(locn9)]];
float Vert_arr_2 [[user(locn10)]];
float Vert_arr_3 [[user(locn11)]];
};
fragment main0_out main0(main0_in in [[stage_in]])
{
main0_out out = {};
Vert _17 = {};
float3x3 vMatrix = {};
_17.wMatrix[0] = in.Vert_wMatrix_0;
_17.wMatrix[1] = in.Vert_wMatrix_1;
_17.wMatrix[2] = in.Vert_wMatrix_2;
_17.wTmp = in.Vert_wTmp;
_17.arr[0] = in.Vert_arr_0;
_17.arr[1] = in.Vert_arr_1;
_17.arr[2] = in.Vert_arr_2;
_17.arr[3] = in.Vert_arr_3;
vMatrix[0] = in.vMatrix_0;
vMatrix[1] = in.vMatrix_1;
vMatrix[2] = in.vMatrix_2;
out.FragColor = (_17.wMatrix[0].xxyy + _17.wTmp) + vMatrix[1].yyzz;
for (int _56 = 0; _56 < 4; )
{
out.FragColor += float4(_17.arr[_56]);
_56++;
continue;
}
return out;
}