axmol/extensions/Effekseer/EffekseerRendererMetal/EffekseerRenderer/ShaderHeader/sprite_distortion_vs.h

98 lines
2.8 KiB
C++

static const char metal_sprite_distortion_vs[] = R"(mtlcode
#pragma clang diagnostic ignored "-Wmissing-prototypes"
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct VS_Input
{
float3 Pos;
float4 Color;
float4 Normal;
float4 Tangent;
float2 UV1;
float2 UV2;
};
struct VS_Output
{
float4 PosVS;
float2 UV;
float4 ProjBinormal;
float4 ProjTangent;
float4 PosP;
float4 Color;
};
struct VS_ConstantBuffer
{
float4x4 mCamera;
float4x4 mCameraProj;
float4 mUVInversed;
float4 mflipbookParameter;
};
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)]];
float4 Input_Color [[attribute(1)]];
float4 Input_Normal [[attribute(2)]];
float4 Input_Tangent [[attribute(3)]];
float2 Input_UV1 [[attribute(4)]];
float2 Input_UV2 [[attribute(5)]];
};
static inline __attribute__((always_inline))
VS_Output _main(VS_Input Input, constant VS_ConstantBuffer& v_72)
{
VS_Output Output = VS_Output{ float4(0.0), float2(0.0), float4(0.0), float4(0.0), float4(0.0), float4(0.0) };
float4 worldNormal = float4((Input.Normal.xyz - float3(0.5)) * 2.0, 0.0);
float4 worldTangent = float4((Input.Tangent.xyz - float3(0.5)) * 2.0, 0.0);
float4 worldBinormal = float4(cross(worldNormal.xyz, worldTangent.xyz), 0.0);
float4 worldPos = float4(Input.Pos.x, Input.Pos.y, Input.Pos.z, 1.0);
Output.PosVS = v_72.mCameraProj * worldPos;
Output.Color = Input.Color;
float2 uv1 = Input.UV1;
uv1.y = v_72.mUVInversed.x + (v_72.mUVInversed.y * uv1.y);
Output.UV = uv1;
Output.ProjTangent = v_72.mCameraProj * (worldPos + worldTangent);
Output.ProjBinormal = v_72.mCameraProj * (worldPos + worldBinormal);
Output.PosP = Output.PosVS;
return Output;
}
vertex main0_out main0(main0_in in [[stage_in]], constant VS_ConstantBuffer& v_72 [[buffer(0)]])
{
main0_out out = {};
VS_Input Input;
Input.Pos = in.Input_Pos;
Input.Color = in.Input_Color;
Input.Normal = in.Input_Normal;
Input.Tangent = in.Input_Tangent;
Input.UV1 = in.Input_UV1;
Input.UV2 = in.Input_UV2;
VS_Output flattenTemp = _main(Input, v_72);
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;
}
)";