d1479f871a
This avoids a lot of huge code changes. Arrays generally cannot be copied in and out of buffers, at least no compiler frontend seems to do it. Also avoids a lot of issues surrounding packed vectors and matrices.
30 lines
544 B
GLSL
30 lines
544 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 MVPs
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{
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float4x4 MVP[2];
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};
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struct main0_out
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{
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float4 gl_Position [[position]];
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uint gl_Layer [[render_target_array_index]];
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};
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struct main0_in
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{
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float4 Position [[attribute(0)]];
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};
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vertex main0_out main0(main0_in in [[stage_in]], constant MVPs& _19 [[buffer(0)]], uint gl_InstanceIndex [[instance_id]])
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{
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main0_out out = {};
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const uint gl_ViewIndex = 0;
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out.gl_Position = _19.MVP[int(gl_ViewIndex)] * in.Position;
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return out;
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}
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