120 lines
3.5 KiB
GLSL
120 lines
3.5 KiB
GLSL
#pragma clang diagnostic ignored "-Wmissing-prototypes"
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#pragma clang diagnostic ignored "-Wmissing-braces"
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#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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template<typename T, size_t Num>
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struct spvUnsafeArray
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{
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T elements[Num ? Num : 1];
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thread T& operator [] (size_t pos) thread
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{
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return elements[pos];
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}
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constexpr const thread T& operator [] (size_t pos) const thread
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{
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return elements[pos];
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}
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device T& operator [] (size_t pos) device
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{
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return elements[pos];
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}
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constexpr const device T& operator [] (size_t pos) const device
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{
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return elements[pos];
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}
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constexpr const constant T& operator [] (size_t pos) const constant
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{
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return elements[pos];
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}
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threadgroup T& operator [] (size_t pos) threadgroup
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{
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return elements[pos];
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}
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constexpr const threadgroup T& operator [] (size_t pos) const threadgroup
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{
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return elements[pos];
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}
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};
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struct UBO
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{
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float4x4 projection;
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float4x4 model;
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float lodBias;
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};
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struct main0_out
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{
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float3 outPos [[user(locn0)]];
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float3 outNormal [[user(locn1)]];
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float4 outTransModel_0 [[user(locn2)]];
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float4 outTransModel_1 [[user(locn3)]];
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float4 outTransModel_2 [[user(locn4)]];
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float4 outTransModel_3 [[user(locn5)]];
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float outLodBias [[user(locn6)]];
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float4 color [[user(locn7)]];
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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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float3 inPos [[attribute(0)]];
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float4 colors_0 [[attribute(1)]];
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float4 colors_1 [[attribute(2)]];
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float4 colors_2 [[attribute(3)]];
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float3 inNormal [[attribute(4)]];
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float4 inViewMat_0 [[attribute(5)]];
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float4 inViewMat_1 [[attribute(6)]];
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float4 inViewMat_2 [[attribute(7)]];
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float4 inViewMat_3 [[attribute(8)]];
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};
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static inline __attribute__((always_inline))
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void write_deeper_in_function(thread float4x4& outTransModel, constant UBO& ubo, thread float4& color, thread spvUnsafeArray<float4, 3>& colors)
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{
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outTransModel[1].y = ubo.lodBias;
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color = colors[2];
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}
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static inline __attribute__((always_inline))
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void write_in_function(thread float4x4& outTransModel, constant UBO& ubo, thread float4& color, thread spvUnsafeArray<float4, 3>& colors, thread float3& inNormal)
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{
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outTransModel[2] = float4(inNormal, 1.0);
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write_deeper_in_function(outTransModel, ubo, color, colors);
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}
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vertex main0_out main0(main0_in in [[stage_in]], constant UBO& ubo [[buffer(0)]])
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{
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main0_out out = {};
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float4x4 outTransModel = {};
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spvUnsafeArray<float4, 3> colors = {};
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float4x4 inViewMat = {};
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colors[0] = in.colors_0;
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colors[1] = in.colors_1;
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colors[2] = in.colors_2;
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inViewMat[0] = in.inViewMat_0;
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inViewMat[1] = in.inViewMat_1;
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inViewMat[2] = in.inViewMat_2;
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inViewMat[3] = in.inViewMat_3;
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out.gl_Position = (ubo.projection * ubo.model) * float4(in.inPos, 1.0);
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out.outPos = float3((ubo.model * float4(in.inPos, 1.0)).xyz);
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out.outNormal = float3x3(float3(float3(ubo.model[0].x, ubo.model[0].y, ubo.model[0].z)), float3(float3(ubo.model[1].x, ubo.model[1].y, ubo.model[1].z)), float3(float3(ubo.model[2].x, ubo.model[2].y, ubo.model[2].z))) * in.inNormal;
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out.outLodBias = ubo.lodBias;
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outTransModel = transpose(ubo.model) * inViewMat;
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write_in_function(outTransModel, ubo, out.color, colors, in.inNormal);
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out.outTransModel_0 = outTransModel[0];
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out.outTransModel_1 = outTransModel[1];
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out.outTransModel_2 = outTransModel[2];
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out.outTransModel_3 = outTransModel[3];
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return out;
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}
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