SPIRV-Cross/reference/shaders-msl/vert/float-math.vert

88 lines
2.1 KiB
GLSL

#pragma clang diagnostic ignored "-Wmissing-prototypes"
#pragma clang diagnostic ignored "-Wmissing-braces"
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
template<typename T, size_t Num>
struct spvUnsafeArray
{
T elements[Num ? Num : 1];
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];
}
};
struct Matrices
{
float4x4 vpMatrix;
float4x4 wMatrix;
float4x3 wMatrix4x3;
float3x4 wMatrix3x4;
};
struct main0_out
{
float3 OutNormal [[user(locn0)]];
float4 OutWorldPos_0 [[user(locn1)]];
float4 OutWorldPos_1 [[user(locn2)]];
float4 OutWorldPos_2 [[user(locn3)]];
float4 OutWorldPos_3 [[user(locn4)]];
float4 gl_Position [[position]];
};
struct main0_in
{
float3 InPos [[attribute(0)]];
float3 InNormal [[attribute(1)]];
};
vertex main0_out main0(main0_in in [[stage_in]], constant Matrices& _22 [[buffer(0)]])
{
main0_out out = {};
spvUnsafeArray<float4, 4> OutWorldPos = {};
out.gl_Position = (_22.vpMatrix * _22.wMatrix) * float4(in.InPos, 1.0);
OutWorldPos[0] = _22.wMatrix * float4(in.InPos, 1.0);
OutWorldPos[1] = float4(in.InPos, 1.0) * _22.wMatrix;
OutWorldPos[2] = _22.wMatrix3x4 * in.InPos;
OutWorldPos[3] = in.InPos * _22.wMatrix4x3;
out.OutNormal = (_22.wMatrix * float4(in.InNormal, 0.0)).xyz;
out.OutWorldPos_0 = OutWorldPos[0];
out.OutWorldPos_1 = OutWorldPos[1];
out.OutWorldPos_2 = OutWorldPos[2];
out.OutWorldPos_3 = OutWorldPos[3];
return out;
}