SPIRV-Cross/reference/shaders-msl/frag/interpolation-qualifiers-block.frag
Bill Hollings 0c0fd98322 MSL: Use var name instead of var-type name for flattened interface members.
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.
2022-03-04 11:38:53 -05:00

48 lines
1.0 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 inp_v0 [[user(locn0), centroid_no_perspective]];
float2 inp_v1 [[user(locn1), centroid_no_perspective]];
float3 inp_v2 [[user(locn2), centroid_no_perspective]];
float4 inp_v3 [[user(locn3), centroid_no_perspective]];
float inp_v4 [[user(locn4), centroid_no_perspective]];
float inp_v5 [[user(locn5), centroid_no_perspective]];
float inp_v6 [[user(locn6), centroid_no_perspective]];
};
fragment main0_out main0(main0_in in [[stage_in]])
{
main0_out out = {};
Input inp = {};
inp.v0 = in.inp_v0;
inp.v1 = in.inp_v1;
inp.v2 = in.inp_v2;
inp.v3 = in.inp_v3;
inp.v4 = in.inp_v4;
inp.v5 = in.inp_v5;
inp.v6 = in.inp_v6;
out.FragColor = float4(inp.v0.x + inp.v1.y, inp.v2.xy, ((inp.v3.w * inp.v4) + inp.v5) - inp.v6);
return out;
}