SPIRV-Cross/reference/shaders-msl/vert/packed_matrix.vert
Hans-Kristian Arntzen a07441568e Overhaul how we deal with reserved identifiers.
- Do not silently drop reserved identifiers in the parser. This makes it
  possible to reflect identifiers which are reserved by the
  cross-compiler module.
- Instead of dropping the name, emit _RESERVED_IDENTIFIER_FIXUP in the
  source to make it clear that a name has been rewritten.
- Document what is reserved and not.
2020-08-21 16:33:27 +02:00

56 lines
2.1 KiB
GLSL

#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct _RESERVED_IDENTIFIER_FIXUP_1365_18812
{
float3x4 _RESERVED_IDENTIFIER_FIXUP_m0;
float3x4 _RESERVED_IDENTIFIER_FIXUP_m1;
};
struct _RESERVED_IDENTIFIER_FIXUP_1126_22044
{
float4x4 _RESERVED_IDENTIFIER_FIXUP_m0;
float4x4 _RESERVED_IDENTIFIER_FIXUP_m1;
float _RESERVED_IDENTIFIER_FIXUP_m9;
char _m3_pad[12];
packed_float3 _RESERVED_IDENTIFIER_FIXUP_m10;
float _RESERVED_IDENTIFIER_FIXUP_m11;
packed_float3 _RESERVED_IDENTIFIER_FIXUP_m12;
float _RESERVED_IDENTIFIER_FIXUP_m17;
float _RESERVED_IDENTIFIER_FIXUP_m18;
float _RESERVED_IDENTIFIER_FIXUP_m19;
float2 _RESERVED_IDENTIFIER_FIXUP_m20;
};
struct main0_out
{
float3 _RESERVED_IDENTIFIER_FIXUP_3976 [[user(locn0)]];
float4 gl_Position [[position]];
};
struct main0_in
{
float4 _RESERVED_IDENTIFIER_FIXUP_5275 [[attribute(0)]];
};
vertex main0_out main0(main0_in in [[stage_in]], constant _RESERVED_IDENTIFIER_FIXUP_1365_18812& _RESERVED_IDENTIFIER_FIXUP_18812 [[buffer(0)]], constant _RESERVED_IDENTIFIER_FIXUP_1126_22044& _RESERVED_IDENTIFIER_FIXUP_22044 [[buffer(1)]])
{
main0_out out = {};
float3 _RESERVED_IDENTIFIER_FIXUP_2;
float3 _RESERVED_IDENTIFIER_FIXUP_23783;
for (;;)
{
_RESERVED_IDENTIFIER_FIXUP_23783 = normalize(float4(in._RESERVED_IDENTIFIER_FIXUP_5275.xyz, 0.0) * _RESERVED_IDENTIFIER_FIXUP_18812._RESERVED_IDENTIFIER_FIXUP_m1);
break;
}
float4 _RESERVED_IDENTIFIER_FIXUP_14995 = _RESERVED_IDENTIFIER_FIXUP_22044._RESERVED_IDENTIFIER_FIXUP_m0 * float4(float3(_RESERVED_IDENTIFIER_FIXUP_22044._RESERVED_IDENTIFIER_FIXUP_m10) + (in._RESERVED_IDENTIFIER_FIXUP_5275.xyz * (_RESERVED_IDENTIFIER_FIXUP_22044._RESERVED_IDENTIFIER_FIXUP_m17 + _RESERVED_IDENTIFIER_FIXUP_22044._RESERVED_IDENTIFIER_FIXUP_m18)), 1.0);
out._RESERVED_IDENTIFIER_FIXUP_3976 = _RESERVED_IDENTIFIER_FIXUP_23783;
float4 _RESERVED_IDENTIFIER_FIXUP_6282 = _RESERVED_IDENTIFIER_FIXUP_14995;
_RESERVED_IDENTIFIER_FIXUP_6282.y = -_RESERVED_IDENTIFIER_FIXUP_14995.y;
out.gl_Position = _RESERVED_IDENTIFIER_FIXUP_6282;
return out;
}