107 lines
2.4 KiB
GLSL
107 lines
2.4 KiB
GLSL
#pragma clang diagnostic ignored "-Wmissing-prototypes"
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#pragma clang diagnostic ignored "-Wmissing-braces"
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#pragma clang diagnostic ignored "-Wunused-variable"
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#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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template<typename T, size_t Num>
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struct spvUnsafeArray
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{
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T elements[Num ? Num : 1];
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thread T& operator [] (size_t pos) thread
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{
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return elements[pos];
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}
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constexpr const thread T& operator [] (size_t pos) const thread
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{
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return elements[pos];
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}
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device T& operator [] (size_t pos) device
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{
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return elements[pos];
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}
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constexpr const device T& operator [] (size_t pos) const device
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{
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return elements[pos];
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}
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constexpr const constant T& operator [] (size_t pos) const constant
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{
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return elements[pos];
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}
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threadgroup T& operator [] (size_t pos) threadgroup
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{
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return elements[pos];
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}
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constexpr const threadgroup T& operator [] (size_t pos) const threadgroup
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{
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return elements[pos];
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}
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};
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struct V2F
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{
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float4 Position;
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float4 Color;
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};
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struct InstanceData
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{
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float4x4 MATRIX_MVP;
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float4 Color;
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};
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struct InstanceData_1
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{
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float4x4 MATRIX_MVP;
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float4 Color;
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};
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struct gInstanceData
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{
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spvUnsafeArray<InstanceData_1, 1> _data;
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};
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struct main0_out
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{
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float4 _entryPointOutput_Color [[user(locn0)]];
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float4 gl_Position [[position]];
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};
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struct main0_in
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{
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float3 PosL [[attribute(0)]];
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};
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static inline __attribute__((always_inline))
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V2F _VS(thread const float3& PosL, thread const uint& instanceID, const device gInstanceData& gInstanceData_1)
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{
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InstanceData instData;
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instData.MATRIX_MVP = transpose(gInstanceData_1._data[instanceID].MATRIX_MVP);
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instData.Color = gInstanceData_1._data[instanceID].Color;
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V2F v2f;
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v2f.Position = instData.MATRIX_MVP * float4(PosL, 1.0);
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v2f.Color = instData.Color;
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return v2f;
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}
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vertex main0_out main0(main0_in in [[stage_in]], const device gInstanceData& gInstanceData_1 [[buffer(0)]], uint gl_InstanceIndex [[instance_id]], uint gl_BaseInstance [[base_instance]])
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{
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main0_out out = {};
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float3 PosL = in.PosL;
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uint instanceID = (gl_InstanceIndex - gl_BaseInstance);
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float3 param = PosL;
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uint param_1 = instanceID;
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V2F flattenTemp = _VS(param, param_1, gInstanceData_1);
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out.gl_Position = flattenTemp.Position;
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out._entryPointOutput_Color = flattenTemp.Color;
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return out;
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}
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