#include #include using namespace metal; struct type_Uniforms { float4 viewPos; float4 lightPosition; float4 directionalLight; float4 directionalLightColor; float2 screenSize; float lightPower; float time; }; struct Scene { float4x4 Model; uint textureMode; uint pad0; uint pad1; uint pad2; }; struct type_StructuredBuffer_Scene { Scene _m0[1]; }; constant float4 _90 = {}; constant float3 _92 = {}; struct main0_out { float4 out_var_SV_Target0 [[color(0)]]; float4 out_var_SV_Target1 [[color(1)]]; float4 out_var_SV_Target2 [[color(2)]]; float4 out_var_SV_Target3 [[color(3)]]; }; struct main0_in { float2 in_var_TEXCOORD0 [[user(locn0)]]; float3 in_var_TEXCOORD1 [[user(locn1)]]; float3 in_var_TEXCOORD2 [[user(locn2)]]; float4 in_var_TEXCOORD3 [[user(locn3)]]; uint in_var_TEXCOORD4 [[user(locn4)]]; float3 in_var_TEXCOORD5 [[user(locn5)]]; }; fragment main0_out main0(main0_in in [[stage_in]], constant type_Uniforms& Uniforms [[buffer(0)]], const device type_StructuredBuffer_Scene& scene [[buffer(1)]], texture2d Texture0 [[texture(0)]], texture2d Texture1 [[texture(1)]], texture2d Texture2 [[texture(2)]], texture2d DirectionalShadowDepthMap [[texture(3)]], sampler Sampler0 [[sampler(0)]], sampler Sampler1 [[sampler(1)]], sampler Sampler2 [[sampler(2)]], sampler DirectionalShadowSampler [[sampler(3)]]) { main0_out out = {}; int _102 = int(scene._m0[in.in_var_TEXCOORD4].textureMode); int _103 = _102 & 240; float4 _137; if (_103 == 16) { float3 _124 = float3(Texture0.sample(Sampler0, in.in_var_TEXCOORD0).x, Texture1.sample(Sampler1, in.in_var_TEXCOORD0).x, Texture2.sample(Sampler2, in.in_var_TEXCOORD0).x) + float3(-0.0625, -0.5, -0.5); _137 = float4(dot(_124, float3(1.164000034332275390625, 0.0, 1.7929999828338623046875)), dot(_124, float3(1.164000034332275390625, -0.212999999523162841796875, -0.53299999237060546875)), dot(_124, float3(1.164000034332275390625, 2.111999988555908203125, 0.0)), 1.0); } else { float4 _136; if (_103 == 0) { _136 = Texture0.sample(Sampler0, in.in_var_TEXCOORD0); } else { _136 = _90; } _137 = _136; } float4 _143; if ((_102 & 1) == 1) { _143 = powr(_137, float4(2.2000000476837158203125)); } else { _143 = _137; } if (_143.w < 0.00999999977648258209228515625) { discard_fragment(); } float3 _153 = float3(0.800000011920928955078125, 0.800000011920928955078125, 0.5) * Uniforms.lightPower; float3 _200; do { float3 _157 = Uniforms.lightPosition.xyz - in.in_var_TEXCOORD1; float _158 = length(_157); float _159 = _158 * _158; float _165; if (_158 > 2.0) { _165 = 0.5 / _159; } else { _165 = 1.0 / _159; } float _170; if (_158 > 4.0) { _170 = _165 * 0.5; } else { _170 = _165; } float _172 = (_158 > 15.0) ? 0.0 : _170; float _174 = (_172 > 1.0) ? 1.0 : _172; if (length(in.in_var_TEXCOORD2) < 0.100000001490116119384765625) { _200 = (in.in_var_TEXCOORD1 * _153) * _174; break; } float3 _181 = fast::normalize(_157); _200 = ((_153 * precise::max(dot(_181, in.in_var_TEXCOORD2), 0.0)) * _174) + (((_153 * powr(precise::max(dot(in.in_var_TEXCOORD2, fast::normalize(_181 + fast::normalize(in.in_var_TEXCOORD1 - Uniforms.viewPos.xyz))), 0.0), 30.0)) * 2.0) * _174); break; } while(false); float3 _217 = ((in.in_var_TEXCOORD3.xyz / float3(in.in_var_TEXCOORD3.w)) * 0.5) + float3(0.5); float3 _219; _219.x = _217.x; float2 _220 = _219.xy; _220.y = -_217.y; float _227; int _230; int _232; _227 = 0.0; _230 = 0; _232 = -2; float _228; int _231; for (; _232 <= 2; _227 = _228, _230 = _231, _232++) { _231 = _230; _228 = _227; for (int _241 = -2; _241 <= 2; ) { _231++; _228 += float((in.in_var_TEXCOORD3.z - 0.0030000000260770320892333984375) > DirectionalShadowDepthMap.sample(DirectionalShadowSampler, (_220 + float2(float(_241) * 0.000244140625, float(_232) * 0.000244140625))).x); _241++; continue; } } float3 _270; if ((_102 & 2) > 0) { _270 = _143.xyz * 2.0; } else { _270 = _143.xyz * ((float3(0.100000001490116119384765625) + _200) + ((Uniforms.directionalLightColor.xyz * precise::max(dot(Uniforms.directionalLight.xyz, in.in_var_TEXCOORD2), 0.0)) * (1.0 - (_227 / float(_230))))); } float4 _287; if (_270.x > 1.0) { float4 _286 = float4(0.0, 0.0, 0.0, 1.0); _286.x = _270.x; _287 = _286; } else { _287 = float4(0.0, 0.0, 0.0, 1.0); } float4 _292; if (_270.y > 1.0) { float4 _291 = _287; _291.y = _270.y; _292 = _291; } else { _292 = _287; } float4 _297; if (_270.z > 1.0) { float4 _296 = _292; _296.z = _270.z; _297 = _296; } else { _297 = _292; } out.out_var_SV_Target0 = float4(_270, _143.w); out.out_var_SV_Target1 = _297; out.out_var_SV_Target2 = float4(in.in_var_TEXCOORD1, 1.0); out.out_var_SV_Target3 = float4(in.in_var_TEXCOORD5, 1.0); return out; }