#include #include using namespace metal; struct Scene { float4x4 Model; uint textureMode; int animation; uint flags; float float0; }; struct type_StructuredBuffer_Scene { Scene _m0[1]; }; struct BoneTransform { float4x4 final; }; struct type_StructuredBuffer_BoneTransform { BoneTransform _m0[1]; }; struct type_Uniforms { float4x4 ViewProjection; float4x4 NoTranslateView; float4x4 ViewTransform; float4x4 ShadowMapProjection; float4 cameraPosition; float time; }; struct main0_out { float2 out_var_TEXCOORD0 [[user(locn0)]]; float3 out_var_TEXCOORD1 [[user(locn1)]]; float3 out_var_TEXCOORD2 [[user(locn2)]]; float4 out_var_TEXCOORD3 [[user(locn3)]]; uint out_var_TEXCOORD4 [[user(locn4)]]; float3 out_var_TEXCOORD5 [[user(locn5)]]; float4 gl_Position [[position]]; }; struct main0_in { float3 in_var_TEXCOORD0 [[attribute(0)]]; float3 in_var_TEXCOORD1 [[attribute(1)]]; float2 in_var_TEXCOORD3 [[attribute(3)]]; uint in_var_TEXCOORD4 [[attribute(4)]]; uint in_var_TEXCOORD5 [[attribute(5)]]; }; vertex main0_out main0(main0_in in [[stage_in]], constant type_Uniforms& Uniforms [[buffer(0)]], const device type_StructuredBuffer_Scene& scene [[buffer(1)]], const device type_StructuredBuffer_BoneTransform& animationBuffer [[buffer(2)]], uint gl_InstanceIndex [[instance_id]]) { main0_out out = {}; float3 _111; if (scene._m0[gl_InstanceIndex].animation != (-1)) { float3 _83; _83 = float3(0.0); for (int _86 = 0; _86 < 4; ) { uint _92 = (8u * uint(_86)) & 31u; _83 += ((animationBuffer._m0[uint(scene._m0[gl_InstanceIndex].animation) + ((in.in_var_TEXCOORD4 >> _92) & 255u)].final * float4(in.in_var_TEXCOORD0, 1.0)).xyz * (float((in.in_var_TEXCOORD5 >> _92) & 255u) * 0.0039215688593685626983642578125)); _86++; continue; } _111 = _83; } else { _111 = in.in_var_TEXCOORD0; } float4 _115 = float4(_111, 1.0); float3 _207; float3 _208; float3 _209; float4 _210; float4 _211; if (int(scene._m0[gl_InstanceIndex].flags & 4u) > 0) { float3 _127 = (scene._m0[gl_InstanceIndex].Model * float4(0.0, 0.0, 0.0, 1.0)).xyz; float3 _132 = fast::normalize(Uniforms.cameraPosition.xyz - _127); float3 _134 = fast::normalize(cross(float3(0.0, 1.0, 0.0), _132)); float4 _152 = float4((_127 + ((_134 * (-in.in_var_TEXCOORD0.x)) * scene._m0[gl_InstanceIndex].float0)) + ((cross(_132, _134) * in.in_var_TEXCOORD0.y) * scene._m0[gl_InstanceIndex].float0), 1.0); _207 = _152.xyz; _208 = _132; _209 = float3(0.0, 0.0, 1.0); _210 = Uniforms.ViewProjection * _152; _211 = _152; } else { float4 _159 = scene._m0[gl_InstanceIndex].Model * _115; float4x4 _194 = float4x4(float4(fast::normalize(float3(scene._m0[gl_InstanceIndex].Model[0][0], scene._m0[gl_InstanceIndex].Model[1][0], scene._m0[gl_InstanceIndex].Model[2][0])), 0.0), float4(fast::normalize(float3(scene._m0[gl_InstanceIndex].Model[0][1], scene._m0[gl_InstanceIndex].Model[1][1], scene._m0[gl_InstanceIndex].Model[2][1])), 0.0), float4(fast::normalize(float3(scene._m0[gl_InstanceIndex].Model[0][2], scene._m0[gl_InstanceIndex].Model[1][2], scene._m0[gl_InstanceIndex].Model[2][2])), 0.0), float4(0.0, 0.0, 0.0, 1.0)); float4 _198 = float4(in.in_var_TEXCOORD1, 1.0); _207 = _159.xyz; _208 = fast::normalize(_198 * _194).xyz; _209 = (_198 * (_194 * transpose(Uniforms.NoTranslateView))).xyz; _210 = Uniforms.ViewProjection * (scene._m0[gl_InstanceIndex].Model * _115); _211 = _159; } out.out_var_TEXCOORD0 = in.in_var_TEXCOORD3; out.out_var_TEXCOORD1 = _207; out.out_var_TEXCOORD2 = _208; out.out_var_TEXCOORD3 = Uniforms.ShadowMapProjection * _211; out.out_var_TEXCOORD4 = gl_InstanceIndex; out.out_var_TEXCOORD5 = _209; out.gl_Position = _210; return out; }