| #include <metal_stdlib> |
| #include <simd/simd.h> |
| |
| using namespace metal; |
| |
| struct Light |
| { |
| packed_float3 Position; |
| float Radius; |
| float4 Color; |
| }; |
| |
| struct UBO |
| { |
| float4x4 uMVP; |
| Light lights[4]; |
| }; |
| |
| struct main0_in |
| { |
| float3 aNormal [[attribute(1)]]; |
| float4 aVertex [[attribute(0)]]; |
| }; |
| |
| struct main0_out |
| { |
| float4 vColor [[user(locn0)]]; |
| float4 gl_Position [[position]]; |
| }; |
| |
| vertex main0_out main0(main0_in in [[stage_in]], constant UBO& _21 [[buffer(0)]]) |
| { |
| main0_out out = {}; |
| out.gl_Position = _21.uMVP * in.aVertex; |
| out.vColor = float4(0.0); |
| for (int i = 0; i < 4; i++) |
| { |
| float3 L = in.aVertex.xyz - _21.lights[i].Position; |
| out.vColor += ((_21.lights[i].Color * clamp(1.0 - (length(L) / _21.lights[i].Radius), 0.0, 1.0)) * dot(in.aNormal, normalize(L))); |
| } |
| return out; |
| } |
| |