82 lines
3.0 KiB
Plaintext
82 lines
3.0 KiB
Plaintext
#include <metal_stdlib>
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using namespace metal;
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struct tint_array_wrapper {
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/* 0x0000 */ float4x4 arr[2];
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};
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struct tint_padded_array_element {
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/* 0x0000 */ float el;
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/* 0x0004 */ int8_t tint_pad[12];
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};
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struct tint_array_wrapper_1 {
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/* 0x0000 */ tint_padded_array_element arr[4];
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};
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struct LeftOver {
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/* 0x0000 */ float4x4 worldViewProjection;
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/* 0x0040 */ float time;
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/* 0x0044 */ int8_t tint_pad_1[12];
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/* 0x0050 */ tint_array_wrapper test2;
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/* 0x00d0 */ tint_array_wrapper_1 test;
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};
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struct main_out {
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float4 gl_Position;
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float2 vUV_1;
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};
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struct tint_symbol_2 {
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float3 position_param [[attribute(0)]];
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float3 normal_param [[attribute(1)]];
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float2 uv_param [[attribute(2)]];
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};
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struct tint_symbol_3 {
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float2 vUV_1 [[user(locn0)]];
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float4 gl_Position [[position]];
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};
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void main_1(constant LeftOver& x_14, thread float3* const tint_symbol_5, thread float4* const tint_symbol_6, thread float2* const tint_symbol_7, thread float2* const tint_symbol_8) {
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float4 q = 0.0f;
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float3 p = 0.0f;
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float3 const x_13 = *(tint_symbol_5);
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q = float4(x_13.x, x_13.y, x_13.z, 1.0f);
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float4 const x_21 = q;
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p = float3(x_21.x, x_21.y, x_21.z);
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float const x_27 = p.x;
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float const x_41 = x_14.test.arr[0].el;
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float const x_45 = (*(tint_symbol_5)).y;
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float const x_49 = x_14.time;
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p.x = (x_27 + sin(((x_41 * x_45) + x_49)));
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float const x_55 = p.y;
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float const x_57 = x_14.time;
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p.y = (x_55 + sin((x_57 + 4.0f)));
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float4x4 const x_69 = x_14.worldViewProjection;
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float3 const x_70 = p;
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*(tint_symbol_6) = (x_69 * float4(x_70.x, x_70.y, x_70.z, 1.0f));
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float2 const x_83 = *(tint_symbol_7);
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*(tint_symbol_8) = x_83;
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float const x_87 = (*(tint_symbol_6)).y;
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(*(tint_symbol_6)).y = (x_87 * -1.0f);
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return;
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}
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main_out tint_symbol_inner(constant LeftOver& x_14, float3 position_param, float2 uv_param, float3 normal_param, thread float3* const tint_symbol_9, thread float2* const tint_symbol_10, thread float3* const tint_symbol_11, thread float4* const tint_symbol_12, thread float2* const tint_symbol_13) {
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*(tint_symbol_9) = position_param;
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*(tint_symbol_10) = uv_param;
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*(tint_symbol_11) = normal_param;
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main_1(x_14, tint_symbol_9, tint_symbol_12, tint_symbol_10, tint_symbol_13);
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main_out const tint_symbol_4 = {.gl_Position=*(tint_symbol_12), .vUV_1=*(tint_symbol_13)};
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return tint_symbol_4;
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}
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vertex tint_symbol_3 tint_symbol(tint_symbol_2 tint_symbol_1 [[stage_in]], constant LeftOver& x_14 [[buffer(0)]]) {
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thread float3 tint_symbol_14 = 0.0f;
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thread float2 tint_symbol_15 = 0.0f;
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thread float3 tint_symbol_16 = 0.0f;
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thread float4 tint_symbol_17 = 0.0f;
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thread float2 tint_symbol_18 = 0.0f;
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main_out const inner_result = tint_symbol_inner(x_14, tint_symbol_1.position_param, tint_symbol_1.uv_param, tint_symbol_1.normal_param, &(tint_symbol_14), &(tint_symbol_15), &(tint_symbol_16), &(tint_symbol_17), &(tint_symbol_18));
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tint_symbol_3 wrapper_result = {};
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wrapper_result.gl_Position = inner_result.gl_Position;
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wrapper_result.vUV_1 = inner_result.vUV_1;
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return wrapper_result;
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}
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