97 lines
2.0 KiB
GLSL
97 lines
2.0 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 Light
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{
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packed_float3 Position;
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float Radius;
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float4 Color;
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};
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struct UBO
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{
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float4x4 uMVP;
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spvUnsafeArray<Light, 4> lights;
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};
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struct Light_1
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{
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float3 Position;
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float Radius;
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float4 Color;
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};
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struct main0_out
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{
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float4 vColor [[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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float4 aVertex [[attribute(0)]];
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float3 aNormal [[attribute(1)]];
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};
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vertex main0_out main0(main0_in in [[stage_in]], constant UBO& _21 [[buffer(0)]])
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{
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main0_out out = {};
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out.gl_Position = _21.uMVP * in.aVertex;
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out.vColor = float4(0.0);
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Light_1 light;
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for (int i = 0; i < 4; i++)
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{
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light.Position = float3(_21.lights[i].Position);
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light.Radius = _21.lights[i].Radius;
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light.Color = _21.lights[i].Color;
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float3 L = in.aVertex.xyz - light.Position;
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out.vColor += ((_21.lights[i].Color * fast::clamp(1.0 - (length(L) / light.Radius), 0.0, 1.0)) * dot(in.aNormal, normalize(L)));
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}
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return out;
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}
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