SPIRV-Cross/reference/opt/shaders-msl/asm/vert/extract-transposed-matrix-from-struct.asm.vert

36 lines
733 B
GLSL

#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct InstanceData
{
float4x4 MATRIX_MVP;
float4 Color;
};
struct gInstanceData
{
InstanceData _data[1];
};
struct main0_out
{
float4 _entryPointOutput_Color [[user(locn0)]];
float4 gl_Position [[position]];
};
struct main0_in
{
float3 PosL [[attribute(0)]];
};
vertex main0_out main0(main0_in in [[stage_in]], const device gInstanceData& gInstanceData_1 [[buffer(0)]], uint gl_InstanceIndex [[instance_id]])
{
main0_out out = {};
out.gl_Position = float4(in.PosL, 1.0) * gInstanceData_1._data[gl_InstanceIndex].MATRIX_MVP;
out._entryPointOutput_Color = gInstanceData_1._data[gl_InstanceIndex].Color;
return out;
}