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#include <metal_stdlib>
using namespace metal;
struct Uniforms {
float4x4 model;
float4x4 view_proj;
float4x4 normal_mat;
};
struct _transform_Input {
float3 position [[attribute(0)]];
float3 normal [[attribute(1)]];
float2 uv [[attribute(2)]];
};
struct _transform_Output {
float4 position [[position]];
float2 uv [[user(locn0)]];
float3 normal [[user(locn1)]];
};
vertex _transform_Output transform(_transform_Input input [[stage_in]],
constant Uniforms& uniforms [[buffer(0)]]) {
_transform_Output __luma_output;
float3 pos = input.position;
float4 world_pos = (uniforms.model * float4(pos, 1.0));
float4 clip_pos = (uniforms.view_proj * world_pos);
__luma_output.position = clip_pos;
__luma_output.uv = input.uv;
__luma_output.normal = normalize((uniforms.normal_mat * float4(input.normal, 0.0)).xyz);
return __luma_output;
}