d1479f871a
This avoids a lot of huge code changes. Arrays generally cannot be copied in and out of buffers, at least no compiler frontend seems to do it. Also avoids a lot of issues surrounding packed vectors and matrices.
64 lines
1.6 KiB
GLSL
64 lines
1.6 KiB
GLSL
#pragma clang diagnostic ignored "-Wmissing-prototypes"
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#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct Block
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{
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float3x4 var[3][4];
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};
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struct main0_out
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{
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float v_vtxResult [[user(locn0)]];
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float4 gl_Position [[position]];
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};
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struct main0_in
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{
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float4 a_position [[attribute(0)]];
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};
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static inline __attribute__((always_inline))
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float compare_float(thread const float& a, thread const float& b)
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{
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return float(abs(a - b) < 0.0500000007450580596923828125);
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}
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static inline __attribute__((always_inline))
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float compare_vec3(thread const float3& a, thread const float3& b)
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{
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float param = a.x;
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float param_1 = b.x;
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float param_2 = a.y;
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float param_3 = b.y;
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float param_4 = a.z;
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float param_5 = b.z;
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return (compare_float(param, param_1) * compare_float(param_2, param_3)) * compare_float(param_4, param_5);
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}
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static inline __attribute__((always_inline))
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float compare_mat2x3(thread const float2x3& a, thread const float2x3& b)
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{
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float3 param = a[0];
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float3 param_1 = b[0];
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float3 param_2 = a[1];
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float3 param_3 = b[1];
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return compare_vec3(param, param_1) * compare_vec3(param_2, param_3);
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}
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vertex main0_out main0(main0_in in [[stage_in]], constant Block& _104 [[buffer(0)]])
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{
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main0_out out = {};
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out.gl_Position = in.a_position;
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float result = 1.0;
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float2x3 param = transpose(float3x2(_104.var[0][0][0].xy, _104.var[0][0][1].xy, _104.var[0][0][2].xy));
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float2x3 param_1 = float2x3(float3(2.0, 6.0, -6.0), float3(0.0, 5.0, 5.0));
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result *= compare_mat2x3(param, param_1);
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out.v_vtxResult = result;
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return out;
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}
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