SPIRV-Cross/reference/shaders-msl/flatten/struct.flatten.vert
Bill Hollings be4cb17a14 Enhance MSL testing and add numerous MSL test cases.
Add to suite of MSL tests and references any existing GLSL tests
that successfully convert GLSL->SPIRV->MSL and compile as MSL.
test_shaders_helper() ignores hidden files that start with '.',
to avoid accidentally finding hidden OSX files such as .DS_Store.
Use xcrun to compile MSL shaders instead of hard-coded path to Metal compiler.
Wrap calls to xcrun in exception handling to ignore if Xcode not installed.
For MSL tests, move call to validate_shader_msl() to after call to
regression_check() to allow a converted MSL shader to be saved for
manual review even if it doesn't successfully compile as MSL.
2017-01-30 22:55:21 -05:00

42 lines
797 B
GLSL

#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct Light
{
float3 Position;
float Radius;
float4 Color;
};
struct UBO
{
float4x4 uMVP;
Light light;
};
struct main0_in
{
float4 aVertex [[attribute(0)]];
float3 aNormal [[attribute(1)]];
};
struct main0_out
{
float4 vColor [[user(locn0)]];
float4 gl_Position [[position]];
float gl_PointSize;
};
vertex main0_out main0(main0_in in [[stage_in]], constant UBO& _18 [[buffer(0)]])
{
main0_out out = {};
out.gl_Position = _18.uMVP * in.aVertex;
out.vColor = float4(0.0);
float3 L = in.aVertex.xyz - _18.light.Position;
out.vColor += ((_18.light.Color * clamp(1.0 - (length(L) / _18.light.Radius), 0.0, 1.0)) * dot(in.aNormal, normalize(L)));
return out;
}