0c0fd98322
This allows two variables of the same struct type to be flattened into the same interface struct without a member name conflict. Add shaders-msl/frag/in_block_with_multiple_structs_of_same_type.frag unit test shader to demonstrate this.
48 lines
1.0 KiB
GLSL
48 lines
1.0 KiB
GLSL
#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct Input
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{
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float2 v0;
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float2 v1;
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float3 v2;
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float4 v3;
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float v4;
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float v5;
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float v6;
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};
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struct main0_out
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{
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float4 FragColor [[color(0)]];
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};
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struct main0_in
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{
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float2 inp_v0 [[user(locn0), centroid_no_perspective]];
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float2 inp_v1 [[user(locn1), centroid_no_perspective]];
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float3 inp_v2 [[user(locn2), centroid_no_perspective]];
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float4 inp_v3 [[user(locn3), centroid_no_perspective]];
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float inp_v4 [[user(locn4), centroid_no_perspective]];
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float inp_v5 [[user(locn5), centroid_no_perspective]];
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float inp_v6 [[user(locn6), centroid_no_perspective]];
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};
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fragment main0_out main0(main0_in in [[stage_in]])
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{
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main0_out out = {};
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Input inp = {};
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inp.v0 = in.inp_v0;
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inp.v1 = in.inp_v1;
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inp.v2 = in.inp_v2;
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inp.v3 = in.inp_v3;
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inp.v4 = in.inp_v4;
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inp.v5 = in.inp_v5;
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inp.v6 = in.inp_v6;
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out.FragColor = float4(inp.v0.x + inp.v1.y, inp.v2.xy, ((inp.v3.w * inp.v4) + inp.v5) - inp.v6);
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return out;
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}
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