bgfx/3rdparty/glsl-optimizer/tests/vertex/swizzle-casts-outES3Metal.txt
2014-10-11 12:32:43 -07:00

36 lines
1.2 KiB
Text

#include <metal_stdlib>
using namespace metal;
struct xlatMtlShaderInput {
float4 _glesVertex [[attribute(0)]];
float4 _glesMultiTexCoord0 [[attribute(1)]];
};
struct xlatMtlShaderOutput {
float4 gl_Position [[position]];
half2 xlv_TEXCOORD1;
};
struct xlatMtlShaderUniform {
float4 unity_LightShadowBias;
float4x4 glstate_matrix_mvp;
};
vertex xlatMtlShaderOutput xlatMtlMain (xlatMtlShaderInput _mtl_i [[stage_in]], constant xlatMtlShaderUniform& _mtl_u [[buffer(0)]])
{
xlatMtlShaderOutput _mtl_o;
half4 tmpvar_1;
tmpvar_1 = half4(_mtl_i._glesMultiTexCoord0);
float4 tmpvar_2;
tmpvar_2 = (_mtl_u.glstate_matrix_mvp * _mtl_i._glesVertex);
tmpvar_2.z = (tmpvar_2.z + clamp ((_mtl_u.unity_LightShadowBias.x / tmpvar_2.w), 0.0, 1.0));
tmpvar_2.z = mix (tmpvar_2.z, max (tmpvar_2.z, -(tmpvar_2.w)), _mtl_u.unity_LightShadowBias.y);
_mtl_o.gl_Position = tmpvar_2;
_mtl_o.xlv_TEXCOORD1 = tmpvar_1.xy;
return _mtl_o;
}
// stats: 7 alu 0 tex 0 flow
// inputs: 2
// #0: _glesVertex (high float) 4x1 [-1] loc 0
// #1: _glesMultiTexCoord0 (high float) 4x1 [-1] loc 1
// uniforms: 2 (total size: 80)
// #0: unity_LightShadowBias (high float) 4x1 [-1] loc 0
// #1: glstate_matrix_mvp (high float) 4x4 [-1] loc 16