SPIRV-Cross/reference/shaders-msl/frag/interpolation-qualifiers-block.frag
Hans-Kristian Arntzen d310060f92 MSL: Support global I/O block and struct Input/Output usage.
Implement this by flattening outputs and unflattening inputs explicitly.
This allows us to pass down a single struct instead of dealing with the
insanity that would be passing down each flattened member separately.

Remove stage_uniforms_var_id.
Seems to be dead code. Naked uniforms do not exist in SPIR-V for Vulkan,
which this seems to have been intended for. It was also unused elsewhere.
2018-09-13 16:04:24 +02:00

48 lines
1.1 KiB
GLSL

#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct Input
{
float2 v0;
float2 v1;
float3 v2;
float4 v3;
float v4;
float v5;
float v6;
};
struct main0_out
{
float4 FragColor [[color(0)]];
};
struct main0_in
{
float2 Input_v0 [[user(locn0), centroid_no_perspective]];
float2 Input_v1 [[user(locn1), centroid_no_perspective]];
float3 Input_v2 [[user(locn2), centroid_no_perspective]];
float4 Input_v3 [[user(locn3), centroid_no_perspective]];
float Input_v4 [[user(locn4), centroid_no_perspective]];
float Input_v5 [[user(locn5), centroid_no_perspective]];
float Input_v6 [[user(locn6), centroid_no_perspective]];
};
fragment main0_out main0(main0_in in [[stage_in]])
{
main0_out out = {};
Input inp = {};
inp.v0 = in.Input_v0;
inp.v1 = in.Input_v1;
inp.v2 = in.Input_v2;
inp.v3 = in.Input_v3;
inp.v4 = in.Input_v4;
inp.v5 = in.Input_v5;
inp.v6 = in.Input_v6;
out.FragColor = float4(inp.v0.x + inp.v1.y, inp.v2.xy, ((inp.v3.w * inp.v4) + inp.v5) - inp.v6);
return out;
}