SPIRV-Cross/reference/shaders-msl/vert/packed_matrix.vert

113 lines
2.5 KiB
GLSL

#pragma clang diagnostic ignored "-Wmissing-braces"
#pragma clang diagnostic ignored "-Wunused-variable"
#include <metal_stdlib>
#include <simd/simd.h>
template <typename T, size_t Num>
struct unsafe_array
{
T __Elements[Num ? Num : 1];
constexpr size_t size() const thread { return Num; }
constexpr size_t max_size() const thread { return Num; }
constexpr bool empty() const thread { return Num == 0; }
constexpr size_t size() const device { return Num; }
constexpr size_t max_size() const device { return Num; }
constexpr bool empty() const device { return Num == 0; }
constexpr size_t size() const constant { return Num; }
constexpr size_t max_size() const constant { return Num; }
constexpr bool empty() const constant { return Num == 0; }
constexpr size_t size() const threadgroup { return Num; }
constexpr size_t max_size() const threadgroup { return Num; }
constexpr bool empty() const threadgroup { return Num == 0; }
thread T &operator[](size_t pos) thread
{
return __Elements[pos];
}
constexpr const thread T &operator[](size_t pos) const thread
{
return __Elements[pos];
}
device T &operator[](size_t pos) device
{
return __Elements[pos];
}
constexpr const device T &operator[](size_t pos) const device
{
return __Elements[pos];
}
constexpr const constant T &operator[](size_t pos) const constant
{
return __Elements[pos];
}
threadgroup T &operator[](size_t pos) threadgroup
{
return __Elements[pos];
}
constexpr const threadgroup T &operator[](size_t pos) const threadgroup
{
return __Elements[pos];
}
};
using namespace metal;
struct _15
{
float3x4 _m0;
float3x4 _m1;
};
struct _42
{
float4x4 _m0;
float4x4 _m1;
float _m2;
char _m3_pad[12];
packed_float3 _m3;
float _m4;
packed_float3 _m5;
float _m6;
float _m7;
float _m8;
float2 _m9;
};
struct main0_out
{
float3 m_72 [[user(locn0)]];
float4 gl_Position [[position]];
};
struct main0_in
{
float4 m_25 [[attribute(0)]];
};
vertex main0_out main0(main0_in in [[stage_in]], constant _15& _17 [[buffer(0)]], constant _42& _44 [[buffer(1)]])
{
main0_out out = {};
float3 _91;
float3 _13;
do
{
_13 = normalize(float4(in.m_25.xyz, 0.0) * _17._m1);
break;
} while (false);
float4 _39 = _44._m0 * float4(float3(_44._m3) + (in.m_25.xyz * (_44._m6 + _44._m7)), 1.0);
out.m_72 = _13;
float4 _74 = _39;
_74.y = -_39.y;
out.gl_Position = _74;
return out;
}