15b52bee48
Still a bit buggy, since we cannot deduce between float2[] and packed_float2. Need a deeper refactor to plumb this through ...
55 lines
1.1 KiB
GLSL
55 lines
1.1 KiB
GLSL
#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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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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Light lights[4];
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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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for (int i = 0; i < 4; i++)
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{
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Light_1 light;
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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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