dawn-cmake/test/samples/cube.wgsl.expected.msl

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#include <metal_stdlib>
using namespace metal;
struct Uniforms {
/* 0x0000 */ float4x4 modelViewProjectionMatrix;
};
struct VertexInput {
float4 cur_position;
float4 color;
};
struct VertexOutput {
float4 vtxFragColor;
float4 Position;
};
struct tint_symbol_1 {
float4 cur_position [[attribute(0)]];
float4 color [[attribute(1)]];
};
struct tint_symbol_2 {
float4 vtxFragColor [[user(locn0)]];
float4 Position [[position]];
};
struct tint_symbol_4 {
float4 fragColor [[user(locn0)]];
};
struct tint_symbol_5 {
float4 value [[color(0)]];
};
VertexOutput vtx_main_inner(VertexInput input, const constant Uniforms* const tint_symbol_7) {
VertexOutput output = {};
output.Position = ((*(tint_symbol_7)).modelViewProjectionMatrix * input.cur_position);
output.vtxFragColor = input.color;
return output;
}
vertex tint_symbol_2 vtx_main(const constant Uniforms* tint_symbol_8 [[buffer(0)]], tint_symbol_1 tint_symbol [[stage_in]]) {
VertexInput const tint_symbol_6 = {.cur_position=tint_symbol.cur_position, .color=tint_symbol.color};
VertexOutput const inner_result = vtx_main_inner(tint_symbol_6, tint_symbol_8);
tint_symbol_2 wrapper_result = {};
wrapper_result.vtxFragColor = inner_result.vtxFragColor;
wrapper_result.Position = inner_result.Position;
return wrapper_result;
}
float4 frag_main_inner(float4 fragColor) {
return fragColor;
}
fragment tint_symbol_5 frag_main(tint_symbol_4 tint_symbol_3 [[stage_in]]) {
float4 const inner_result_1 = frag_main_inner(tint_symbol_3.fragColor);
tint_symbol_5 wrapper_result_1 = {};
wrapper_result_1.value = inner_result_1;
return wrapper_result_1;
}