35 lines
907 B
Plaintext
35 lines
907 B
Plaintext
#include <metal_stdlib>
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using namespace metal;
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struct xlatMtlShaderInput {
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half3 inNormal;
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};
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struct xlatMtlShaderOutput {
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half4 _glesFragData [[color(0)]];
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};
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struct xlatMtlShaderUniform {
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};
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fragment xlatMtlShaderOutput xlatMtlMain (xlatMtlShaderInput _mtl_i [[stage_in]], constant xlatMtlShaderUniform& _mtl_u [[buffer(0)]])
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{
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xlatMtlShaderOutput _mtl_o;
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half4 c_1;
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half3x3 tmpvar_2;
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tmpvar_2[0].x = half(0.8164966);
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tmpvar_2[0].y = half(-0.4082483);
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tmpvar_2[0].z = half(-0.4082483);
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tmpvar_2[1].x = half(0.0);
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tmpvar_2[1].y = half(0.7071068);
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tmpvar_2[1].z = half(-0.7071068);
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tmpvar_2[2].x = half(0.5773503);
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tmpvar_2[2].y = half(0.5773503);
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tmpvar_2[2].z = half(0.5773503);
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c_1.xyz = (tmpvar_2 * _mtl_i.inNormal);
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c_1.w = half(0.0);
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_mtl_o._glesFragData = c_1;
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return _mtl_o;
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}
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// stats: 11 alu 0 tex 0 flow
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// inputs: 1
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// #0: inNormal (medium float) 3x1 [-1]
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