| #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 PointLight { |
| float4 position; |
| }; |
| |
| struct PointLights { |
| tint_array<PointLight, 1> values; |
| }; |
| |
| 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 FragmentInput { |
| float4 position; |
| float4 view_position; |
| float4 normal; |
| float2 uv; |
| float4 color; |
| }; |
| |
| struct FragmentOutput { |
| float4 color; |
| }; |
| |
| float4 getColor(FragmentInput tint_symbol, const constant Uniforms* const tint_symbol_6, texture2d<float, access::sample> tint_symbol_7, sampler tint_symbol_8) { |
| float4 color = 0.0f; |
| if (((*(tint_symbol_6)).color_source == 0u)) { |
| color = tint_symbol.color; |
| } else { |
| if (((*(tint_symbol_6)).color_source == 1u)) { |
| color = tint_symbol.normal; |
| color[3] = 1.0f; |
| } else { |
| if (((*(tint_symbol_6)).color_source == 2u)) { |
| color = (*(tint_symbol_6)).color; |
| } else { |
| if (((*(tint_symbol_6)).color_source == 3u)) { |
| color = tint_symbol_7.sample(tint_symbol_8, tint_symbol.uv); |
| } |
| } |
| } |
| } |
| return color; |
| } |
| |
| struct tint_symbol_3 { |
| float4 view_position [[user(locn0)]]; |
| float4 normal [[user(locn1)]]; |
| float2 uv [[user(locn2)]]; |
| float4 color [[user(locn3)]]; |
| }; |
| |
| struct tint_symbol_4 { |
| float4 color [[color(0)]]; |
| }; |
| |
| FragmentOutput tint_symbol_1_inner(FragmentInput tint_symbol) { |
| FragmentOutput output = {}; |
| output.color = float4(1.0f, 0.0f, 0.0f, 1.0f); |
| return output; |
| } |
| |
| fragment tint_symbol_4 tint_symbol_1(float4 position [[position]], tint_symbol_3 tint_symbol_2 [[stage_in]]) { |
| FragmentInput const tint_symbol_5 = {.position=position, .view_position=tint_symbol_2.view_position, .normal=tint_symbol_2.normal, .uv=tint_symbol_2.uv, .color=tint_symbol_2.color}; |
| FragmentOutput const inner_result = tint_symbol_1_inner(tint_symbol_5); |
| tint_symbol_4 wrapper_result = {}; |
| wrapper_result.color = inner_result.color; |
| return wrapper_result; |
| } |
| |