ebiten/internal/shader/testdata/vertex_fragment.expected.metal

35 lines
857 B
Metal

struct Uniforms {
float2 U0;
};
struct Attributes {
float2 M0;
float2 M1;
float4 M2;
};
struct Varyings {
float4 Position [[position]];
float2 M0;
float4 M1;
};
vertex Varyings Vertex(
uint vid [[vertex_id]],
const device Attributes* attributes [[buffer(0)]],
constant Uniforms& uniforms [[buffer(1)]]) {
Varyings varyings = {};
float4x4 l0 = float4x4(0);
l0 = float4x4((2.0) / ((uniforms.U0).x), 0.0, 0.0, 0.0, 0.0, (2.0) / ((uniforms.U0).y), 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, -1.0, -1.0, 0.0, 1.0);
varyings.Position = (l0) * (float4(attributes[vid].M0, 0.0, 1.0));
varyings.M0 = attributes[vid].M1;
varyings.M1 = attributes[vid].M2;
return varyings;
}
fragment float4 Fragment(
Varyings varyings [[stage_in]],
constant Uniforms& uniforms [[buffer(0)]]) {
return float4((varyings.Position).x, (varyings.M0).y, (varyings.M1).z, 1.0);
}