| #include <metal_stdlib> |
| |
| using namespace metal; |
| |
| 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 tint_packed_vec3_f32_array_element { |
| /* 0x0000 */ packed_float3 elements; |
| /* 0x000c */ tint_array<int8_t, 4> tint_pad; |
| }; |
| |
| struct S_tint_packed_vec3 { |
| /* 0x0000 */ tint_array<tint_packed_vec3_f32_array_element, 3> tint_symbol; |
| /* 0x0030 */ packed_float3 vector; |
| /* 0x003c */ tint_array<int8_t, 4> tint_pad_1; |
| }; |
| |
| float3x3 tint_unpack_vec3_in_composite(tint_array<tint_packed_vec3_f32_array_element, 3> in) { |
| float3x3 result = float3x3(float3(in[0].elements), float3(in[1].elements), float3(in[2].elements)); |
| return result; |
| } |
| |
| struct S { |
| float3x3 tint_symbol; |
| float3 vector; |
| }; |
| |
| fragment void tint_symbol_1(const constant S_tint_packed_vec3* tint_symbol_2 [[buffer(0)]]) { |
| float3 const x = (tint_unpack_vec3_in_composite((*(tint_symbol_2)).tint_symbol) * float3((*(tint_symbol_2)).vector)); |
| return; |
| } |
| |