1fb27b4cda
In GLSL, 8-bit types require GL_EXT_shader_8bit_storage. 16-bit types can use either GL_AMD_gpu_shader_int16/GL_AMD_gpu_shader_half_float or GL_EXT_shader_16bit_storage.
49 lines
1.1 KiB
GLSL
49 lines
1.1 KiB
GLSL
#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct block
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{
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short2 a;
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ushort2 b;
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char2 c;
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uchar2 d;
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half2 e;
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};
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struct storage
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{
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short3 f;
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ushort3 g;
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char3 h;
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uchar3 i;
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half3 j;
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};
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struct main0_out
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{
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short4 p [[user(locn0)]];
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ushort4 q [[user(locn1)]];
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half4 r [[user(locn2)]];
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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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short foo [[attribute(0)]];
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ushort bar [[attribute(1)]];
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half baz [[attribute(2)]];
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};
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vertex main0_out main0(main0_in in [[stage_in]], constant block& _26 [[buffer(0)]], const device storage& _53 [[buffer(1)]])
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{
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main0_out out = {};
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out.p = short4((int4(int(in.foo)) + int4(int2(_26.a), int2(_26.c))) - int4(int3(_53.f) / int3(_53.h), 1));
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out.q = ushort4((uint4(uint(in.bar)) + uint4(uint2(_26.b), uint2(_26.d))) - uint4(uint3(_53.g) / uint3(_53.i), 1u));
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out.r = half4((float4(float(in.baz)) + float4(float2(_26.e), 0.0, 1.0)) - float4(float3(_53.j), 1.0));
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out.gl_Position = float4(0.0, 0.0, 0.0, 1.0);
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return out;
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}
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