de33d89074
Needed for newer glslang. With Vulkan semantics for SPIR-V, all locations must be explicitly defined.
41 lines
773 B
GLSL
41 lines
773 B
GLSL
#include <metal_stdlib>
|
|
#include <simd/simd.h>
|
|
|
|
using namespace metal;
|
|
|
|
struct Light
|
|
{
|
|
float3 Position;
|
|
float Radius;
|
|
float4 Color;
|
|
};
|
|
|
|
struct UBO
|
|
{
|
|
float4x4 uMVP;
|
|
Light light;
|
|
};
|
|
|
|
struct main0_in
|
|
{
|
|
float3 aNormal [[attribute(1)]];
|
|
float4 aVertex [[attribute(0)]];
|
|
};
|
|
|
|
struct main0_out
|
|
{
|
|
float4 vColor [[user(locn0)]];
|
|
float4 gl_Position [[position]];
|
|
};
|
|
|
|
vertex main0_out main0(main0_in in [[stage_in]], constant UBO& _18 [[buffer(0)]])
|
|
{
|
|
main0_out out = {};
|
|
out.gl_Position = _18.uMVP * in.aVertex;
|
|
out.vColor = float4(0.0);
|
|
float3 L = in.aVertex.xyz - _18.light.Position;
|
|
out.vColor += ((_18.light.Color * clamp(1.0 - (length(L) / _18.light.Radius), 0.0, 1.0)) * dot(in.aNormal, normalize(L)));
|
|
return out;
|
|
}
|
|
|