blob: 6919e0b8f151947c8726e5f91d7fb1c8acd5b80f [file] [log] [blame]
#include <metal_stdlib>
using namespace metal;
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 FragmentOutput {
float4 color;
};
struct tint_symbol_1_outputs {
float4 FragmentOutput_color [[color(0)]];
};
struct tint_symbol_1_inputs {
float4 FragmentInput_view_position [[user(locn0)]];
float4 FragmentInput_normal [[user(locn1)]];
float2 FragmentInput_uv [[user(locn2)]];
float4 FragmentInput_color [[user(locn3)]];
};
float4 getColor(FragmentInput tint_symbol, tint_module_vars_struct tint_module_vars) {
float4 color = 0.0f;
if (((*tint_module_vars.uniforms).color_source == 0u)) {
color = tint_symbol.color;
} else {
if (((*tint_module_vars.uniforms).color_source == 1u)) {
color = tint_symbol.normal;
color[3u] = 1.0f;
} else {
if (((*tint_module_vars.uniforms).color_source == 2u)) {
color = (*tint_module_vars.uniforms).color;
} else {
if (((*tint_module_vars.uniforms).color_source == 3u)) {
color = tint_module_vars.myTexture.sample(tint_module_vars.mySampler, tint_symbol.uv);
}
}
}
}
return color;
}
FragmentOutput tint_symbol_1_inner(FragmentInput tint_symbol, tint_module_vars_struct tint_module_vars) {
FragmentOutput output = {};
output.color = float4(1.0f, 0.0f, 0.0f, 1.0f);
return output;
}
fragment tint_symbol_1_outputs tint_symbol_1(float4 FragmentInput_position [[position]], tint_symbol_1_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};
tint_symbol_1_outputs tint_wrapper_result = {};
tint_wrapper_result.FragmentOutput_color = tint_symbol_1_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;
}