mirror of
https://github.com/scratchfoundation/bgfx.git
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56 lines
2.2 KiB
Text
56 lines
2.2 KiB
Text
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#include <metal_stdlib>
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using namespace metal;
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struct xlatMtlShaderInput {
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float4 _inVertex [[attribute(0)]];
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};
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struct xlatMtlShaderOutput {
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float4 gl_Position [[position]];
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half4 xlv_TEXCOORD0;
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};
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struct xlatMtlShaderUniform {
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float4x4 UNITY_MATRIX_MVP;
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float4 unity_LightAtten[4];
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float4 unity_LightColor[4];
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};
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vertex xlatMtlShaderOutput xlatMtlMain (xlatMtlShaderInput _mtl_i [[stage_in]], constant xlatMtlShaderUniform& _mtl_u [[buffer(0)]])
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{
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xlatMtlShaderOutput _mtl_o;
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float4 l_1_1;
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float4 l_2;
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half4 tmpvar_3;
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half4 tmpvar_4;
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tmpvar_3 = half4((_mtl_u.UNITY_MATRIX_MVP * _mtl_i._inVertex));
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tmpvar_4 = half4(_mtl_u.unity_LightColor[0]);
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tmpvar_4 = half4(((float4)tmpvar_4 + _mtl_u.unity_LightColor[1]));
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tmpvar_4 = half4(((float4)tmpvar_4 + _mtl_u.unity_LightColor[0]));
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tmpvar_4 = half4(((float4)tmpvar_4 + _mtl_u.unity_LightColor[1]));
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tmpvar_4 = half4(((float4)tmpvar_4 + _mtl_u.unity_LightColor[2]));
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tmpvar_4 = half4(((float4)tmpvar_4 + _mtl_u.unity_LightColor[3]));
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tmpvar_4 = half4(((float4)tmpvar_4 + _mtl_u.unity_LightColor[3]));
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tmpvar_4 = half4(((float4)tmpvar_4 + _mtl_u.unity_LightColor[2]));
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tmpvar_4 = half4(((float4)tmpvar_4 + _mtl_u.unity_LightColor[1]));
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tmpvar_4 = half4(((float4)tmpvar_4 + _mtl_u.unity_LightColor[0]));
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l_2 = (_mtl_u.unity_LightColor[0] * _mtl_u.unity_LightAtten[0].x);
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tmpvar_4 = half4(((float4)tmpvar_4 + l_2));
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l_2 = (_mtl_u.unity_LightColor[1] * _mtl_u.unity_LightAtten[1].x);
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tmpvar_4 = half4(((float4)tmpvar_4 + l_2));
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l_1_1 = (_mtl_u.unity_LightColor[0] * _mtl_u.unity_LightAtten[0].z);
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tmpvar_4 = half4(((float4)tmpvar_4 + l_1_1));
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l_1_1 = (_mtl_u.unity_LightColor[1] * _mtl_u.unity_LightAtten[1].z);
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tmpvar_4 = half4(((float4)tmpvar_4 + l_1_1));
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tmpvar_4 = half4(((float4)tmpvar_4 + _mtl_u.unity_LightColor[1].x));
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tmpvar_4 = half4(((float4)tmpvar_4 + _mtl_u.unity_LightColor[2].x));
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_mtl_o.gl_Position = float4(tmpvar_3);
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_mtl_o.xlv_TEXCOORD0 = tmpvar_4;
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return _mtl_o;
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}
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// stats: 20 alu 0 tex 0 flow
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// inputs: 1
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// #0: _inVertex (high float) 4x1 [-1] loc 0
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// uniforms: 3 (total size: 192)
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// #0: UNITY_MATRIX_MVP (high float) 4x4 [-1] loc 0
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// #1: unity_LightAtten (high float) 4x1 [4] loc 64
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// #2: unity_LightColor (high float) 4x1 [4] loc 128
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