0c0fd98322
This allows two variables of the same struct type to be flattened into the same interface struct without a member name conflict. Add shaders-msl/frag/in_block_with_multiple_structs_of_same_type.frag unit test shader to demonstrate this.
42 lines
803 B
GLSL
42 lines
803 B
GLSL
#include <metal_stdlib>
|
|
#include <simd/simd.h>
|
|
|
|
using namespace metal;
|
|
|
|
struct Transform
|
|
{
|
|
float4x4 transform;
|
|
};
|
|
|
|
struct VertexOut
|
|
{
|
|
float4 color;
|
|
float4 color2;
|
|
};
|
|
|
|
struct main0_out
|
|
{
|
|
float4 outputs_color [[user(locn2)]];
|
|
float4 outputs_color2 [[user(locn3)]];
|
|
float4 gl_Position [[position]];
|
|
};
|
|
|
|
struct main0_in
|
|
{
|
|
float3 position [[attribute(0)]];
|
|
float4 color [[attribute(1)]];
|
|
};
|
|
|
|
vertex main0_out main0(main0_in in [[stage_in]], constant Transform& block [[buffer(0)]])
|
|
{
|
|
main0_out out = {};
|
|
VertexOut outputs = {};
|
|
out.gl_Position = block.transform * float4(in.position, 1.0);
|
|
outputs.color = in.color;
|
|
outputs.color2 = in.color + float4(1.0);
|
|
out.outputs_color = outputs.color;
|
|
out.outputs_color2 = outputs.color2;
|
|
return out;
|
|
}
|
|
|