105 lines
2.5 KiB
GLSL
105 lines
2.5 KiB
GLSL
#pragma clang diagnostic ignored "-Wmissing-braces"
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#pragma clang diagnostic ignored "-Wunused-variable"
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#include <metal_stdlib>
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#include <simd/simd.h>
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template <typename T, size_t Num>
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struct unsafe_array
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{
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T __Elements[Num ? Num : 1];
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constexpr size_t size() const thread { return Num; }
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constexpr size_t max_size() const thread { return Num; }
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constexpr bool empty() const thread { return Num == 0; }
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constexpr size_t size() const device { return Num; }
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constexpr size_t max_size() const device { return Num; }
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constexpr bool empty() const device { return Num == 0; }
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constexpr size_t size() const constant { return Num; }
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constexpr size_t max_size() const constant { return Num; }
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constexpr bool empty() const constant { return Num == 0; }
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constexpr size_t size() const threadgroup { return Num; }
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constexpr size_t max_size() const threadgroup { return Num; }
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constexpr bool empty() const threadgroup { return Num == 0; }
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thread T &operator[](size_t pos) thread
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{
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return __Elements[pos];
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}
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constexpr const thread T &operator[](size_t pos) const thread
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{
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return __Elements[pos];
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}
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device T &operator[](size_t pos) device
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{
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return __Elements[pos];
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}
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constexpr const device T &operator[](size_t pos) const device
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{
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return __Elements[pos];
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}
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constexpr const constant T &operator[](size_t pos) const constant
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{
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return __Elements[pos];
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}
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threadgroup T &operator[](size_t pos) threadgroup
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{
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return __Elements[pos];
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}
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constexpr const threadgroup T &operator[](size_t pos) const threadgroup
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{
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return __Elements[pos];
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}
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};
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using namespace metal;
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struct UBO
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{
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float4 A;
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float2 B0;
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float2 B1;
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float C0;
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float3 C1;
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packed_float3 D0;
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float D1;
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float E0;
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float E1;
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float E2;
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float E3;
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float F0;
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float2 F1;
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float F2;
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};
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struct main0_out
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{
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float4 oA [[user(locn0)]];
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float4 oB [[user(locn1)]];
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float4 oC [[user(locn2)]];
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float4 oD [[user(locn3)]];
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float4 oE [[user(locn4)]];
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float4 oF [[user(locn5)]];
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float4 gl_Position [[position]];
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};
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vertex main0_out main0(constant UBO& _22 [[buffer(0)]])
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{
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main0_out out = {};
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out.gl_Position = float4(0.0);
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out.oA = _22.A;
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out.oB = float4(_22.B0, _22.B1);
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out.oC = float4(_22.C0, _22.C1) + float4(_22.C1.xy, _22.C1.z, _22.C0);
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out.oD = float4(_22.D0[0], _22.D0[1], _22.D0[2], _22.D1) + float4(_22.D0[0], _22.D0[1], _22.D0[2u], _22.D1);
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out.oE = float4(_22.E0, _22.E1, _22.E2, _22.E3);
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out.oF = float4(_22.F0, _22.F1, _22.F2);
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return out;
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}
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