SPIRV-Cross/reference/shaders-msl-no-opt/tese/load-clip-cull.msl2.tese
Hans-Kristian Arntzen 75ed73818c MSL: Handle loading Clip/CullDistance in TESE.
Need to allow the flattened space to go through in some edge cases where
we cannot reasonably unflatten.
2021-04-19 12:10:49 +02:00

38 lines
964 B
GLSL

#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct main0_out
{
float4 gl_Position [[position]];
};
struct main0_in
{
float4 gl_Position [[attribute(0)]];
float gl_ClipDistance_0 [[attribute(1)]];
float gl_ClipDistance_1 [[attribute(2)]];
float gl_CullDistance_0 [[attribute(3)]];
float gl_CullDistance_1 [[attribute(4)]];
float gl_CullDistance_2 [[attribute(5)]];
};
struct main0_patchIn
{
patch_control_point<main0_in> gl_in;
};
[[ patch(quad, 0) ]] vertex main0_out main0(main0_patchIn patchIn [[stage_in]])
{
main0_out out = {};
out.gl_Position.x = patchIn.gl_in[0].gl_ClipDistance_0;
out.gl_Position.y = patchIn.gl_in[1].gl_CullDistance_0;
out.gl_Position.z = patchIn.gl_in[0].gl_ClipDistance_1;
out.gl_Position.w = patchIn.gl_in[1].gl_CullDistance_1;
out.gl_Position += patchIn.gl_in[0].gl_Position;
out.gl_Position += patchIn.gl_in[1].gl_Position;
return out;
}