SPIRV-Cross/reference/shaders-msl/vert/ubo.vert
Hans-Kristian Arntzen de33d89074 Add explicit in/out locations everywhere.
Needed for newer glslang. With Vulkan semantics for SPIR-V, all
locations must be explicitly defined.
2017-06-21 09:39:08 +02:00

31 lines
500 B
GLSL

#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct UBO
{
float4x4 mvp;
};
struct main0_in
{
float3 aNormal [[attribute(1)]];
float4 aVertex [[attribute(0)]];
};
struct main0_out
{
float3 vNormal [[user(locn0)]];
float4 gl_Position [[position]];
};
vertex main0_out main0(main0_in in [[stage_in]], constant UBO& _16 [[buffer(0)]])
{
main0_out out = {};
out.gl_Position = _16.mvp * in.aVertex;
out.vNormal = in.aNormal;
return out;
}