SPIRV-Cross/reference/shaders-msl/vert/in_out_array_mat.vert
2021-04-19 12:10:49 +02:00

120 lines
3.5 KiB
GLSL

#pragma clang diagnostic ignored "-Wmissing-prototypes"
#pragma clang diagnostic ignored "-Wmissing-braces"
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
template<typename T, size_t Num>
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 UBO
{
float4x4 projection;
float4x4 model;
float lodBias;
};
struct main0_out
{
float3 outPos [[user(locn0)]];
float3 outNormal [[user(locn1)]];
float4 outTransModel_0 [[user(locn2)]];
float4 outTransModel_1 [[user(locn3)]];
float4 outTransModel_2 [[user(locn4)]];
float4 outTransModel_3 [[user(locn5)]];
float outLodBias [[user(locn6)]];
float4 color [[user(locn7)]];
float4 gl_Position [[position]];
};
struct main0_in
{
float3 inPos [[attribute(0)]];
float4 colors_0 [[attribute(1)]];
float4 colors_1 [[attribute(2)]];
float4 colors_2 [[attribute(3)]];
float3 inNormal [[attribute(4)]];
float4 inViewMat_0 [[attribute(5)]];
float4 inViewMat_1 [[attribute(6)]];
float4 inViewMat_2 [[attribute(7)]];
float4 inViewMat_3 [[attribute(8)]];
};
static inline __attribute__((always_inline))
void write_deeper_in_function(thread float4x4& outTransModel, constant UBO& ubo, thread float4& color, thread spvUnsafeArray<float4, 3>& colors)
{
outTransModel[1].y = ubo.lodBias;
color = colors[2];
}
static inline __attribute__((always_inline))
void write_in_function(thread float4x4& outTransModel, constant UBO& ubo, thread float4& color, thread spvUnsafeArray<float4, 3>& colors, thread float3& inNormal)
{
outTransModel[2] = float4(inNormal, 1.0);
write_deeper_in_function(outTransModel, ubo, color, colors);
}
vertex main0_out main0(main0_in in [[stage_in]], constant UBO& ubo [[buffer(0)]])
{
main0_out out = {};
float4x4 outTransModel = {};
spvUnsafeArray<float4, 3> colors = {};
float4x4 inViewMat = {};
colors[0] = in.colors_0;
colors[1] = in.colors_1;
colors[2] = in.colors_2;
inViewMat[0] = in.inViewMat_0;
inViewMat[1] = in.inViewMat_1;
inViewMat[2] = in.inViewMat_2;
inViewMat[3] = in.inViewMat_3;
out.gl_Position = (ubo.projection * ubo.model) * float4(in.inPos, 1.0);
out.outPos = float3((ubo.model * float4(in.inPos, 1.0)).xyz);
out.outNormal = float3x3(float3(float3(ubo.model[0].x, ubo.model[0].y, ubo.model[0].z)), float3(float3(ubo.model[1].x, ubo.model[1].y, ubo.model[1].z)), float3(float3(ubo.model[2].x, ubo.model[2].y, ubo.model[2].z))) * in.inNormal;
out.outLodBias = ubo.lodBias;
outTransModel = transpose(ubo.model) * inViewMat;
write_in_function(outTransModel, ubo, out.color, colors, in.inNormal);
out.outTransModel_0 = outTransModel[0];
out.outTransModel_1 = outTransModel[1];
out.outTransModel_2 = outTransModel[2];
out.outTransModel_3 = outTransModel[3];
return out;
}