be4cb17a14
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.
21 lines
379 B
GLSL
21 lines
379 B
GLSL
#version 310 es
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uniform Buffer
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{
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layout(row_major) mat4 MVPRowMajor;
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layout(column_major) mat4 MVPColMajor;
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mat4 M;
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};
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layout(location = 0) in vec4 Position;
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void main()
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{
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vec4 c0 = M * (MVPRowMajor * Position);
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vec4 c1 = M * (MVPColMajor * Position);
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vec4 c2 = M * (Position * MVPRowMajor);
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vec4 c3 = M * (Position * MVPColMajor);
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gl_Position = c0 + c1 + c2 + c3;
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}
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