mirror of
https://github.com/scratchfoundation/bgfx.git
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48 lines
1.5 KiB
Text
48 lines
1.5 KiB
Text
#include <metal_stdlib>
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using namespace metal;
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struct xlatMtlShaderInput {
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float4 _vertex [[attribute(0)]];
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float3 _normal [[attribute(1)]];
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};
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struct xlatMtlShaderOutput {
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float4 gl_Position [[position]];
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float4 xlv_TEXCOORD0;
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float3 xlv_TEXCOORD1;
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};
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struct xlatMtlShaderUniform {
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float4 _ProjectionParams;
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float4x4 glstate_matrix_modelview0;
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float4x4 glstate_matrix_mvp;
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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 tmpvar_1;
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float3 tmpvar_2;
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tmpvar_1 = (_mtl_u.glstate_matrix_mvp * _mtl_i._vertex);
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float4 o_3;
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o_3 = (tmpvar_1 * 0.5);
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float2 tmpvar_4;
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tmpvar_4.x = o_3.x;
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tmpvar_4.y = (o_3.y * _mtl_u._ProjectionParams.x);
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o_3.xy = (tmpvar_4 + o_3.w);
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o_3.zw = tmpvar_1.zw;
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tmpvar_2 = ((_mtl_u.glstate_matrix_modelview0 * _mtl_i._vertex).xyz * float3(-1.0, -1.0, 1.0));
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float3 tmpvar_5;
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tmpvar_5 = mix (tmpvar_2, _mtl_i._normal, float3(float((_mtl_i._normal.z != 0.0))));
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tmpvar_2 = tmpvar_5;
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_mtl_o.gl_Position = tmpvar_1;
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_mtl_o.xlv_TEXCOORD0 = o_3;
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_mtl_o.xlv_TEXCOORD1 = tmpvar_5;
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return _mtl_o;
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}
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// stats: 9 alu 0 tex 0 flow
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// inputs: 2
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// #0: _vertex (high float) 4x1 [-1] loc 0
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// #1: _normal (high float) 3x1 [-1] loc 1
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// uniforms: 3 (total size: 144)
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// #0: _ProjectionParams (high float) 4x1 [-1] loc 0
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// #1: glstate_matrix_modelview0 (high float) 4x4 [-1] loc 16
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// #2: glstate_matrix_mvp (high float) 4x4 [-1] loc 80
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