#include #include using namespace metal; struct type_Uniforms { float4 viewPos; float4 lightPosition; float time; }; struct main0_out { float4 out_var_SV_Target0 [[color(0)]]; }; struct main0_in { float2 in_var_TEXCOORD0 [[user(locn0)]]; float3 in_var_TEXCOORD1 [[user(locn1)]]; float3 in_var_TEXCOORD2 [[user(locn2)]]; }; fragment main0_out main0(main0_in in [[stage_in]], constant type_Uniforms& Uniforms [[buffer(0)]], texture2d Texture [[texture(0)]], sampler Sampler [[sampler(0)]]) { main0_out out = {}; float4 _59 = Texture.sample(Sampler, in.in_var_TEXCOORD0); float _60 = _59.w; if (_60 < 0.00999999977648258209228515625) { discard_fragment(); } float3 _118; do { float3 _74 = Uniforms.lightPosition.xyz - in.in_var_TEXCOORD1; float _75 = length(_74); float _76 = _75 * _75; float _77 = 1.0 / _76; float _82; if (_75 > 2.0) { _82 = 0.5 / _76; } else { _82 = _77; } float _87; if (_75 > 4.0) { _87 = _82 * 0.5; } else { _87 = _82; } float _89 = (_75 > 15.0) ? 0.0 : _87; float _91 = (_89 > 1.0) ? 1.0 : _89; if (length(in.in_var_TEXCOORD2) < 0.100000001490116119384765625) { _118 = ((in.in_var_TEXCOORD1 * float3(0.800000011920928955078125, 0.800000011920928955078125, 0.5)) * _77) * _91; break; } float3 _99 = fast::normalize(_74); _118 = ((float3(0.800000011920928955078125, 0.800000011920928955078125, 0.5) * precise::max(dot(_99, in.in_var_TEXCOORD2), 0.0)) * _91) + (((float3(0.800000011920928955078125, 0.800000011920928955078125, 0.5) * powr(precise::max(dot(in.in_var_TEXCOORD2, fast::normalize(_99 + fast::normalize(in.in_var_TEXCOORD1 - Uniforms.viewPos.xyz))), 0.0), 30.0)) * 2.0) * _91); break; } while(false); out.out_var_SV_Target0 = float4(powr(_59.xyz * ((mix(float3(0.00999999977648258209228515625, 0.00999999977648258209228515625, 0.0030000000260770320892333984375), float3(0.0040000001899898052215576171875, 0.0040000001899898052215576171875, 0.0599999986588954925537109375), float3(in.in_var_TEXCOORD2.y)) * 0.001000000047497451305389404296875) + _118), float3(0.4545454680919647216796875)), _60); return out; }