SPIRV-Cross/reference/shaders-msl/vert/interface-block-block-composites.vert
Hans-Kristian Arntzen 5345756cab MSL: Support composites inside I/O blocks
I had to refactor the existing add_interface_block as it was
getting extremely large. Now it's all split up into different readable
functions.
2019-01-09 09:33:10 +01:00

65 lines
1.5 KiB
GLSL

#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct Vert
{
float arr[3];
float3x3 wMatrix;
float4 wTmp;
};
struct main0_out
{
float3 vMatrix_0 [[user(locn0)]];
float3 vMatrix_1 [[user(locn1)]];
float3 vMatrix_2 [[user(locn2)]];
float Vert_arr_0 [[user(locn4)]];
float Vert_arr_1 [[user(locn5)]];
float Vert_arr_2 [[user(locn6)]];
float3 Vert_wMatrix_0 [[user(locn7)]];
float3 Vert_wMatrix_1 [[user(locn8)]];
float3 Vert_wMatrix_2 [[user(locn9)]];
float4 Vert_wTmp [[user(locn10)]];
float4 gl_Position [[position]];
};
struct main0_in
{
float3 Matrix_0 [[attribute(0)]];
float3 Matrix_1 [[attribute(1)]];
float3 Matrix_2 [[attribute(2)]];
float4 Pos [[attribute(4)]];
};
vertex main0_out main0(main0_in in [[stage_in]])
{
main0_out out = {};
float3x3 vMatrix = {};
Vert _20 = {};
float3x3 Matrix = {};
Matrix[0] = in.Matrix_0;
Matrix[1] = in.Matrix_1;
Matrix[2] = in.Matrix_2;
vMatrix = Matrix;
_20.wMatrix = Matrix;
_20.arr[0] = 1.0;
_20.arr[1] = 2.0;
_20.arr[2] = 3.0;
_20.wTmp = in.Pos;
out.gl_Position = in.Pos;
out.vMatrix_0 = vMatrix[0];
out.vMatrix_1 = vMatrix[1];
out.vMatrix_2 = vMatrix[2];
out.Vert_arr_0 = _20.arr[0];
out.Vert_arr_1 = _20.arr[1];
out.Vert_arr_2 = _20.arr[2];
out.Vert_wMatrix_0 = _20.wMatrix[0];
out.Vert_wMatrix_1 = _20.wMatrix[1];
out.Vert_wMatrix_2 = _20.wMatrix[2];
out.Vert_wTmp = _20.wTmp;
return out;
}