88 lines
2.1 KiB
GLSL
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;
|
|
}
|
|
|