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36 lines
1.2 KiB
Text
36 lines
1.2 KiB
Text
#include <metal_stdlib>
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using namespace metal;
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struct xlatMtlShaderInput {
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float4 _glesVertex [[attribute(0)]];
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float4 _glesMultiTexCoord0 [[attribute(1)]];
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};
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struct xlatMtlShaderOutput {
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float4 gl_Position [[position]];
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half2 xlv_TEXCOORD1;
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};
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struct xlatMtlShaderUniform {
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float4 unity_LightShadowBias;
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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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half4 tmpvar_1;
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tmpvar_1 = half4(_mtl_i._glesMultiTexCoord0);
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float4 tmpvar_2;
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tmpvar_2 = (_mtl_u.glstate_matrix_mvp * _mtl_i._glesVertex);
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tmpvar_2.z = (tmpvar_2.z + clamp ((_mtl_u.unity_LightShadowBias.x / tmpvar_2.w), 0.0, 1.0));
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tmpvar_2.z = mix (tmpvar_2.z, max (tmpvar_2.z, -(tmpvar_2.w)), _mtl_u.unity_LightShadowBias.y);
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_mtl_o.gl_Position = tmpvar_2;
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_mtl_o.xlv_TEXCOORD1 = tmpvar_1.xy;
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return _mtl_o;
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}
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// stats: 7 alu 0 tex 0 flow
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// inputs: 2
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// #0: _glesVertex (high float) 4x1 [-1] loc 0
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// #1: _glesMultiTexCoord0 (high float) 4x1 [-1] loc 1
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// uniforms: 2 (total size: 80)
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// #0: unity_LightShadowBias (high float) 4x1 [-1] loc 0
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// #1: glstate_matrix_mvp (high float) 4x4 [-1] loc 16
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