a3fe9756d2
MSL does not support this, so we have to emulate it by passing it around as a varying between stages. We use a special "user(clipN)" attribute for this rather than locN which is used for user varyings.
30 lines
652 B
GLSL
30 lines
652 B
GLSL
#include <metal_stdlib>
|
|
#include <simd/simd.h>
|
|
|
|
using namespace metal;
|
|
|
|
struct main0_out
|
|
{
|
|
float4 gl_Position [[position]];
|
|
float gl_ClipDistance [[clip_distance]] [2];
|
|
float gl_ClipDistance_0 [[user(clip0)]];
|
|
float gl_ClipDistance_1 [[user(clip1)]];
|
|
};
|
|
|
|
struct main0_in
|
|
{
|
|
float4 Position [[attribute(0)]];
|
|
};
|
|
|
|
vertex main0_out main0(main0_in in [[stage_in]])
|
|
{
|
|
main0_out out = {};
|
|
out.gl_Position = in.Position;
|
|
out.gl_ClipDistance[0] = in.Position.x;
|
|
out.gl_ClipDistance[1] = in.Position.y;
|
|
out.gl_ClipDistance_0 = out.gl_ClipDistance[0];
|
|
out.gl_ClipDistance_1 = out.gl_ClipDistance[1];
|
|
return out;
|
|
}
|
|
|