SPIRV-Cross/reference/shaders-msl/vert/copy.flatten.vert
Hans-Kristian Arntzen 15b52bee48 Deal with packing/unpacking on store.
Still a bit buggy, since we cannot deduce between float2[] and
packed_float2. Need a deeper refactor to plumb this through ...
2019-01-17 10:06:23 +01:00

55 lines
1.1 KiB
GLSL

#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct Light
{
packed_float3 Position;
float Radius;
float4 Color;
};
struct UBO
{
float4x4 uMVP;
Light lights[4];
};
struct Light_1
{
float3 Position;
float Radius;
float4 Color;
};
struct main0_out
{
float4 vColor [[user(locn0)]];
float4 gl_Position [[position]];
};
struct main0_in
{
float4 aVertex [[attribute(0)]];
float3 aNormal [[attribute(1)]];
};
vertex main0_out main0(main0_in in [[stage_in]], constant UBO& _21 [[buffer(0)]])
{
main0_out out = {};
out.gl_Position = _21.uMVP * in.aVertex;
out.vColor = float4(0.0);
for (int i = 0; i < 4; i++)
{
Light_1 light;
light.Position = float3(_21.lights[i].Position);
light.Radius = _21.lights[i].Radius;
light.Color = _21.lights[i].Color;
float3 L = in.aVertex.xyz - light.Position;
out.vColor += ((_21.lights[i].Color * fast::clamp(1.0 - (length(L) / light.Radius), 0.0, 1.0)) * dot(in.aNormal, normalize(L)));
}
return out;
}