SPIRV-Cross/reference/shaders-msl/vulkan/vert/multiview.multiview.no-layered.nocompat.vk.vert
Chip Davis cab7335e64 MSL: Don't set the layer for multiview if the device doesn't support it.
Some older iOS devices don't support layered rendering. In that case,
don't set `[[render_target_array_index]]`, because the compiler will
reject the shader in that case. The client will then have to unroll the
render pass manually.
2020-09-01 19:30:28 -05:00

29 lines
512 B
GLSL

#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct MVPs
{
float4x4 MVP[2];
};
struct main0_out
{
float4 gl_Position [[position]];
};
struct main0_in
{
float4 Position [[attribute(0)]];
};
vertex main0_out main0(main0_in in [[stage_in]], constant uint* spvViewMask [[buffer(24)]], constant MVPs& _19 [[buffer(0)]])
{
main0_out out = {};
const uint gl_ViewIndex = spvViewMask[0];
out.gl_Position = _19.MVP[int(gl_ViewIndex)] * in.Position;
return out;
}