RetroArch/deps/SPIRV-Cross/reference/shaders-msl/vert/interface-block-block-composites.vert
twinaphex 420b7913d4 Squashed 'deps/SPIRV-Cross/' changes from 8aa6731925..2820ab0b51
2820ab0b51 Merge pull request #1076 from KhronosGroup/bitcast-pre-330-glsl
63bcbd511e GLSL: Need extension to use bitcast on GLSL < 330.
9f3bebe3d0 Merge pull request #1075 from lifpan/master
b11c20fc1d Remove unreasonable assertion for OpTypeImage Sampled parameter.
1a592b7c0f Merge pull request #1067 from cdavis5e/msl-scalar-block-layout
28454facbb MSL: Handle packed matrices.
ea5c0ed82f MSL: Fix alignment of packed types.
44f688bf0b Merge pull request #1070 from KhronosGroup/fix-1066
25c74b324e Forget loop variable enables after emitting block chain.
6b010e0cbc Merge pull request #1069 from KhronosGroup/fix-1053
f6f849397e MSL: Re-roll array expressions in initializers.
e5fa7edfd6 MSL: Support scalar block layout.

git-subtree-dir: deps/SPIRV-Cross
git-subtree-split: 2820ab0b51bf5e4187435d904b34e762b988f48b
2019-07-11 20:37:45 +02:00

65 lines
1.5 KiB
GLSL

#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct Vert
{
float arr[3];
float3x3 wMatrix;
float4 wTmp;
};
struct main0_out
{
float3 vMatrix_0 [[user(locn0)]];
float3 vMatrix_1 [[user(locn1)]];
float3 vMatrix_2 [[user(locn2)]];
float Vert_arr_0 [[user(locn4)]];
float Vert_arr_1 [[user(locn5)]];
float Vert_arr_2 [[user(locn6)]];
float3 Vert_wMatrix_0 [[user(locn7)]];
float3 Vert_wMatrix_1 [[user(locn8)]];
float3 Vert_wMatrix_2 [[user(locn9)]];
float4 Vert_wTmp [[user(locn10)]];
float4 gl_Position [[position]];
};
struct main0_in
{
float3 Matrix_0 [[attribute(0)]];
float3 Matrix_1 [[attribute(1)]];
float3 Matrix_2 [[attribute(2)]];
float4 Pos [[attribute(4)]];
};
vertex main0_out main0(main0_in in [[stage_in]])
{
main0_out out = {};
float3x3 vMatrix = {};
Vert _20 = {};
float3x3 Matrix = {};
Matrix[0] = in.Matrix_0;
Matrix[1] = in.Matrix_1;
Matrix[2] = in.Matrix_2;
vMatrix = Matrix;
_20.wMatrix = Matrix;
_20.arr[0] = 1.0;
_20.arr[1] = 2.0;
_20.arr[2] = 3.0;
_20.wTmp = in.Pos;
out.gl_Position = in.Pos;
out.vMatrix_0 = vMatrix[0];
out.vMatrix_1 = vMatrix[1];
out.vMatrix_2 = vMatrix[2];
out.Vert_arr_0 = _20.arr[0];
out.Vert_arr_1 = _20.arr[1];
out.Vert_arr_2 = _20.arr[2];
out.Vert_wMatrix_0 = _20.wMatrix[0];
out.Vert_wMatrix_1 = _20.wMatrix[1];
out.Vert_wMatrix_2 = _20.wMatrix[2];
out.Vert_wTmp = _20.wTmp;
return out;
}