SPIRV-Cross/reference/shaders-msl/vert/basic.capture.vert
Chip Davis c51e5b7911 MSL: Add a setting to capture vertex shader output to a buffer.
This will be necessary to support transform feedback, as well as
tessellation shaders.
2019-02-05 20:00:10 -06:00

36 lines
896 B
GLSL

#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct UBO
{
float4x4 uMVP;
};
struct spvAux
{
uint vertexCount;
uint swizzleConst[1];
};
struct main0_out
{
float3 vNormal [[user(locn0)]];
float4 gl_Position [[position]];
};
struct main0_in
{
float4 aVertex [[attribute(0)]];
float3 aNormal [[attribute(1)]];
};
vertex void main0(main0_in in [[stage_in]], constant UBO& _16 [[buffer(0)]], constant spvAux& spvAuxBuffer [[buffer(30)]], uint gl_VertexIndex [[vertex_id]], uint gl_BaseVertex [[base_vertex]], uint gl_InstanceIndex [[instance_id]], uint gl_BaseInstance [[base_instance]], device main0_out* spvOut [[buffer(29)]])
{
device main0_out& out = spvOut[(gl_InstanceIndex - gl_BaseInstance) * spvAuxBuffer.vertexCount + gl_VertexIndex - gl_BaseVertex];
out.gl_Position = _16.uMVP * in.aVertex;
out.vNormal = in.aNormal;
}