rafx-plugins 0.0.16

Rendering framework built on an extensible asset pipeline
Documentation
�8t$��r:Jcbuffer PerFrameUbo : register(b0, space0)
{
    row_major float4x4 per_frame_data_view_proj : packoffset(c0);
};


static float4 gl_Position;
static float4 out_color;
static float4 in_color;
static float3 in_pos;

struct SPIRV_Cross_Input
{
    float3 in_pos : POSITION;
    float4 in_color : COLOR;
};

struct SPIRV_Cross_Output
{
    float4 out_color : TEXCOORD0;
    float4 gl_Position : SV_Position;
};

void vert_main()
{
    out_color = in_color;
    gl_Position = mul(float4(in_pos.x, in_pos.y, in_pos.z, 1.0f), per_frame_data_view_proj);
}

SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
    in_color = stage_input.in_color;
    in_pos = stage_input.in_pos;
    vert_main();
    SPIRV_Cross_Output stage_output;
    stage_output.gl_Position = gl_Position;
    stage_output.out_color = out_color;
    return stage_output;
}
�#include <metal_stdlib>
#include <simd/simd.h>

using namespace metal;

struct PerFrameUbo
{
    float4x4 view_proj;
};

struct spvDescriptorSetBuffer0
{
    constant PerFrameUbo* per_frame_data [[id(0)]];
};

struct main0_out
{
    float4 out_color [[user(locn0)]];
    float4 gl_Position [[position]];
};

struct main0_in
{
    float3 in_pos [[attribute(0)]];
    float4 in_color [[attribute(1)]];
};

vertex main0_out main0(main0_in in [[stage_in]], constant spvDescriptorSetBuffer0& spvDescriptorSet0 [[buffer(0)]])
{
    main0_out out = {};
    out.out_color = in.in_color;
    out.gl_Position = (*spvDescriptorSet0.per_frame_data).view_proj * float4(in.in_pos.x, in.in_pos.y, in.in_pos.z, 1.0);
    return out;
}

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