5345756cab
I had to refactor the existing add_interface_block as it was getting extremely large. Now it's all split up into different readable functions.
57 lines
1.3 KiB
GLSL
57 lines
1.3 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 Vert
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{
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float3x3 wMatrix;
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float4 wTmp;
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float arr[4];
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};
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struct main0_out
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{
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float4 FragColor [[color(0)]];
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};
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struct main0_in
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{
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float3 vMatrix_0 [[user(locn0)]];
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float3 vMatrix_1 [[user(locn1)]];
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float3 vMatrix_2 [[user(locn2)]];
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float3 Vert_wMatrix_0 [[user(locn4)]];
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float3 Vert_wMatrix_1 [[user(locn5)]];
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float3 Vert_wMatrix_2 [[user(locn6)]];
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float4 Vert_wTmp [[user(locn7)]];
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float Vert_arr_0 [[user(locn8)]];
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float Vert_arr_1 [[user(locn9)]];
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float Vert_arr_2 [[user(locn10)]];
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float Vert_arr_3 [[user(locn11)]];
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};
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fragment main0_out main0(main0_in in [[stage_in]])
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{
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main0_out out = {};
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Vert _17 = {};
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float3x3 vMatrix = {};
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_17.wMatrix[0] = in.Vert_wMatrix_0;
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_17.wMatrix[1] = in.Vert_wMatrix_1;
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_17.wMatrix[2] = in.Vert_wMatrix_2;
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_17.wTmp = in.Vert_wTmp;
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_17.arr[0] = in.Vert_arr_0;
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_17.arr[1] = in.Vert_arr_1;
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_17.arr[2] = in.Vert_arr_2;
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_17.arr[3] = in.Vert_arr_3;
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vMatrix[0] = in.vMatrix_0;
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vMatrix[1] = in.vMatrix_1;
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vMatrix[2] = in.vMatrix_2;
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out.FragColor = (_17.wMatrix[0].xxyy + _17.wTmp) + vMatrix[1].yyzz;
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for (int i = 0; i < 4; i++)
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{
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out.FragColor += float4(_17.arr[i]);
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}
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return out;
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}
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