SPIRV-Cross/reference/opt/shaders-msl/vert/in_out_array_mat.vert
Bill Hollings 9b4defe202 CompilerMSL support matrices & arrays in stage-in & stage-out.
Support flattening StorageOutput & StorageInput matrices and arrays.
No longer move matrix & array inputs to separate buffer.
Add separate SPIRFunction::fixup_statements_in & SPIRFunction::fixup_statements_out
instead of just  SPIRFunction::fixup_statements.
Emit SPIRFunction::fixup_statements at beginning of functions.
CompilerMSL track vars_needing_early_declaration.
Pass global output variables as variables to functions that access them.
Sort input structs by location, same as output structs.
Emit struct declarations in order output, input, uniforms.
Regenerate reference shaders to new formats defined by above.
2018-06-12 11:41:35 -04:00

68 lines
2.0 KiB
GLSL

#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
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)]];
};
vertex main0_out main0(main0_in in [[stage_in]], constant UBO& ubo [[buffer(0)]])
{
main0_out out = {};
float4x4 outTransModel = {};
float4 colors[3] = {};
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;
float4 _64 = float4(in.inPos, 1.0);
out.gl_Position = (ubo.projection * ubo.model) * _64;
out.outPos = float3((ubo.model * _64).xyz);
out.outNormal = float3x3(float3(ubo.model[0].x, ubo.model[0].y, ubo.model[0].z), float3(ubo.model[1].x, ubo.model[1].y, ubo.model[1].z), float3(ubo.model[2].x, ubo.model[2].y, ubo.model[2].z)) * in.inNormal;
out.outLodBias = ubo.lodBias;
outTransModel = transpose(ubo.model) * inViewMat;
outTransModel[2] = float4(in.inNormal, 1.0);
outTransModel[1].y = ubo.lodBias;
out.color = colors[2];
out.outTransModel_0 = outTransModel[0];
out.outTransModel_1 = outTransModel[1];
out.outTransModel_2 = outTransModel[2];
out.outTransModel_3 = outTransModel[3];
return out;
}