SPIRV-Cross/reference/shaders-msl/frag/in_mat.frag

95 lines
2.6 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 main0_out
{
float4 outFragColor [[color(0)]];
};
struct main0_in
{
float3 inPos [[user(locn0)]];
float3 inNormal [[user(locn1)]];
float4 inInvModelView_0 [[user(locn2)]];
float4 inInvModelView_1 [[user(locn3)]];
float4 inInvModelView_2 [[user(locn4)]];
float4 inInvModelView_3 [[user(locn5)]];
float inLodBias [[user(locn6)]];
};
fragment main0_out main0(main0_in in [[stage_in]], texturecube<float> samplerColor [[texture(0)]], sampler samplerColorSmplr [[sampler(0)]])
{
main0_out out = {};
float4x4 inInvModelView = {};
inInvModelView[0] = in.inInvModelView_0;
inInvModelView[1] = in.inInvModelView_1;
inInvModelView[2] = in.inInvModelView_2;
inInvModelView[3] = in.inInvModelView_3;
float3 cI = normalize(in.inPos);
float3 cR = reflect(cI, normalize(in.inNormal));
cR = float3((inInvModelView * float4(cR, 0.0)).xyz);
cR.x *= (-1.0);
out.outFragColor = samplerColor.sample(samplerColorSmplr, cR, bias(in.inLodBias));
return out;
}