| #include <metal_stdlib> |
| using namespace metal; |
| |
| struct FragmentOutput { |
| float4 color; |
| }; |
| |
| struct FragmentInput { |
| float4 position; |
| float4 view_position; |
| float4 normal; |
| float2 uv; |
| float4 color; |
| }; |
| |
| template<typename T, size_t N> |
| struct tint_array { |
| const constant T& operator[](size_t i) const constant { return elements[i]; } |
| device T& operator[](size_t i) device { return elements[i]; } |
| const device T& operator[](size_t i) const device { return elements[i]; } |
| thread T& operator[](size_t i) thread { return elements[i]; } |
| const thread T& operator[](size_t i) const thread { return elements[i]; } |
| threadgroup T& operator[](size_t i) threadgroup { return elements[i]; } |
| const threadgroup T& operator[](size_t i) const threadgroup { return elements[i]; } |
| T elements[N]; |
| }; |
| |
| struct Uniforms { |
| /* 0x0000 */ float4x4 worldView; |
| /* 0x0040 */ float4x4 proj; |
| /* 0x0080 */ uint numPointLights; |
| /* 0x0084 */ uint color_source; |
| /* 0x0088 */ tint_array<int8_t, 8> tint_pad; |
| /* 0x0090 */ float4 color; |
| }; |
| |
| struct PointLight { |
| float4 position; |
| }; |
| |
| struct PointLights { |
| tint_array<PointLight, 1> values; |
| }; |
| |
| struct tint_module_vars_struct { |
| const constant Uniforms* uniforms; |
| const device PointLights* pointLights; |
| sampler mySampler; |
| texture2d<float, access::sample> myTexture; |
| }; |
| |
| struct main_outputs { |
| float4 FragmentOutput_color [[color(0)]]; |
| }; |
| |
| struct main_inputs { |
| float4 FragmentInput_view_position [[user(locn0)]]; |
| float4 FragmentInput_normal [[user(locn1)]]; |
| float2 FragmentInput_uv [[user(locn2)]]; |
| float4 FragmentInput_color [[user(locn3)]]; |
| }; |
| |
| FragmentOutput main_inner(FragmentInput v, tint_module_vars_struct tint_module_vars) { |
| FragmentOutput output = {}; |
| output.color = float4(1.0f, 0.0f, 0.0f, 1.0f); |
| return output; |
| } |
| |
| fragment main_outputs v_1(float4 FragmentInput_position [[position]], main_inputs inputs [[stage_in]], const constant Uniforms* uniforms [[buffer(0)]], sampler mySampler [[sampler(0)]], texture2d<float, access::sample> myTexture [[texture(0)]]) { |
| tint_module_vars_struct const tint_module_vars = tint_module_vars_struct{.uniforms=uniforms, .mySampler=mySampler, .myTexture=myTexture}; |
| main_outputs tint_wrapper_result = {}; |
| tint_wrapper_result.FragmentOutput_color = main_inner(FragmentInput{.position=FragmentInput_position, .view_position=inputs.FragmentInput_view_position, .normal=inputs.FragmentInput_normal, .uv=inputs.FragmentInput_uv, .color=inputs.FragmentInput_color}, tint_module_vars).color; |
| return tint_wrapper_result; |
| } |