30 lines
825 B
GLSL
30 lines
825 B
GLSL
#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct UBO
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{
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float4x4 uMVP;
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};
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struct main0_out
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{
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float3 vNormal [[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 aVertex [[attribute(0)]];
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float3 aNormal [[attribute(1)]];
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};
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vertex void main0(main0_in in [[stage_in]], constant UBO& _16 [[buffer(0)]], uint gl_VertexIndex [[vertex_id]], uint gl_BaseVertex [[base_vertex]], uint gl_InstanceIndex [[instance_id]], uint gl_BaseInstance [[base_instance]], device main0_out* spvOut [[buffer(28)]], device uint* spvIndirectParams [[buffer(29)]])
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{
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device main0_out& out = spvOut[(gl_InstanceIndex - gl_BaseInstance) * spvIndirectParams[0] + gl_VertexIndex - gl_BaseVertex];
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out.gl_Position = _16.uMVP * in.aVertex;
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out.vNormal = in.aNormal;
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}
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