#include #include using namespace metal; struct Scene { float4x4 Model; uint textureMode; int animation; uint flags; uint pad2; }; 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 ShadowMapProjection; 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 _103; if (scene._m0[gl_InstanceIndex].animation != (-1)) { float3 _75; _75 = float3(0.0); for (int _78 = 0; _78 < 4; ) { uint _84 = (8u * uint(_78)) & 31u; _75 += ((animationBuffer._m0[uint(scene._m0[gl_InstanceIndex].animation) + ((in.in_var_TEXCOORD4 >> _84) & 255u)].final * float4(in.in_var_TEXCOORD0, 1.0)).xyz * (float((in.in_var_TEXCOORD5 >> _84) & 255u) * 0.0039215688593685626983642578125)); _78++; continue; } _103 = _75; } else { _103 = in.in_var_TEXCOORD0; } float4 _107 = float4(_103, 1.0); float4 _110 = scene._m0[gl_InstanceIndex].Model * _107; float4x4 _145 = 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 _149 = float4(in.in_var_TEXCOORD1, 1.0); out.out_var_TEXCOORD0 = in.in_var_TEXCOORD3; out.out_var_TEXCOORD1 = _110.xyz; out.out_var_TEXCOORD2 = fast::normalize(_149 * _145).xyz; out.out_var_TEXCOORD3 = Uniforms.ShadowMapProjection * _110; out.out_var_TEXCOORD4 = gl_InstanceIndex; out.out_var_TEXCOORD5 = (_149 * (_145 * transpose(Uniforms.NoTranslateView))).xyz; out.gl_Position = Uniforms.ViewProjection * (scene._m0[gl_InstanceIndex].Model * _107); return out; }