58 lines
1020 B
GLSL
58 lines
1020 B
GLSL
#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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typedef float3x4 packed_float4x3;
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struct _15
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{
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packed_float4x3 _m0;
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packed_float4x3 _m1;
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};
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struct _42
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{
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float4x4 _m0;
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float4x4 _m1;
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float _m2;
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char pad3[12];
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packed_float3 _m3;
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float _m4;
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packed_float3 _m5;
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float _m6;
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float _m7;
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float _m8;
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float2 _m9;
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};
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struct main0_out
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{
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float3 m_72 [[user(locn0)]];
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float4 gl_Position [[position]];
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};
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struct main0_in
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{
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float4 m_25 [[attribute(0)]];
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};
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vertex main0_out main0(main0_in in [[stage_in]], constant _42& _44 [[buffer(12)]], constant _15& _17 [[buffer(13)]])
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{
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main0_out out = {};
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float3 _91;
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float3 _13;
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do
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{
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_13 = normalize(float4(in.m_25.xyz, 0.0) * _17._m1);
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break;
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} while (false);
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float4 _39 = _44._m0 * float4(float3(_44._m3) + (in.m_25.xyz * (_44._m6 + _44._m7)), 1.0);
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out.m_72 = _13;
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float4 _74 = _39;
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_74.y = -_39.y;
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out.gl_Position = _74;
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return out;
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}
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