static const char metal_model_distortion_vs[] = R"(mtlcode #pragma clang diagnostic ignored "-Wmissing-prototypes" #include #include using namespace metal; struct VS_Input { float3 Pos; float3 Normal; float3 Binormal; float3 Tangent; float2 UV; float4 Color; uint Index; }; struct VS_Output { float4 PosVS; float2 UV; float4 ProjBinormal; float4 ProjTangent; float4 PosP; float4 Color; }; struct VS_ConstantBuffer { float4x4 mCameraProj; float4x4 mModel_Inst[40]; float4 fUV[40]; float4 fModelColor[40]; float4 fLightDirection; float4 fLightColor; float4 fLightAmbient; float4 mUVInversed; }; struct main0_out { float2 _entryPointOutput_UV [[user(locn0)]]; float4 _entryPointOutput_ProjBinormal [[user(locn1)]]; float4 _entryPointOutput_ProjTangent [[user(locn2)]]; float4 _entryPointOutput_PosP [[user(locn3)]]; float4 _entryPointOutput_Color [[user(locn4)]]; float4 gl_Position [[position]]; }; struct main0_in { float3 Input_Pos [[attribute(0)]]; float3 Input_Normal [[attribute(1)]]; float3 Input_Binormal [[attribute(2)]]; float3 Input_Tangent [[attribute(3)]]; float2 Input_UV [[attribute(4)]]; float4 Input_Color [[attribute(5)]]; }; static inline __attribute__((always_inline)) VS_Output _main(VS_Input Input, constant VS_ConstantBuffer& v_31) { uint index = Input.Index; float4x4 mModel = transpose(v_31.mModel_Inst[index]); float4 uv = v_31.fUV[index]; float4 modelColor = v_31.fModelColor[index] * Input.Color; VS_Output Output = VS_Output{ float4(0.0), float2(0.0), float4(0.0), float4(0.0), float4(0.0), float4(0.0) }; float4 localPos = float4(Input.Pos.x, Input.Pos.y, Input.Pos.z, 1.0); float4 worldPos = localPos * mModel; Output.PosVS = v_31.mCameraProj * worldPos; Output.Color = modelColor; float2 outputUV = Input.UV; outputUV.x = (outputUV.x * uv.z) + uv.x; outputUV.y = (outputUV.y * uv.w) + uv.y; outputUV.y = v_31.mUVInversed.x + (v_31.mUVInversed.y * outputUV.y); Output.UV = outputUV; float4 localNormal = float4(Input.Normal.x, Input.Normal.y, Input.Normal.z, 0.0); float4 localBinormal = float4(Input.Binormal.x, Input.Binormal.y, Input.Binormal.z, 0.0); float4 localTangent = float4(Input.Tangent.x, Input.Tangent.y, Input.Tangent.z, 0.0); float4 worldNormal = localNormal * mModel; float4 worldBinormal = localBinormal * mModel; float4 worldTangent = localTangent * mModel; worldNormal = normalize(worldNormal); worldBinormal = normalize(worldBinormal); worldTangent = normalize(worldTangent); Output.ProjBinormal = v_31.mCameraProj * (worldPos + worldBinormal); Output.ProjTangent = v_31.mCameraProj * (worldPos + worldTangent); Output.PosP = Output.PosVS; return Output; } vertex main0_out main0(main0_in in [[stage_in]], constant VS_ConstantBuffer& v_31 [[buffer(0)]], uint gl_InstanceIndex [[instance_id]]) { main0_out out = {}; VS_Input Input; Input.Pos = in.Input_Pos; Input.Normal = in.Input_Normal; Input.Binormal = in.Input_Binormal; Input.Tangent = in.Input_Tangent; Input.UV = in.Input_UV; Input.Color = in.Input_Color; Input.Index = gl_InstanceIndex; VS_Output flattenTemp = _main(Input, v_31); out.gl_Position = flattenTemp.PosVS; out._entryPointOutput_UV = flattenTemp.UV; out._entryPointOutput_ProjBinormal = flattenTemp.ProjBinormal; out._entryPointOutput_ProjTangent = flattenTemp.ProjTangent; out._entryPointOutput_PosP = flattenTemp.PosP; out._entryPointOutput_Color = flattenTemp.Color; return out; } )";