#include #include using namespace metal; struct type_Uniforms { float4 viewPos; float4 lightPosition; float4 directionalLight; float4 directionalLightColor; float2 screenSize; float time; }; struct Scene { float4x4 Model; uint textureMode; uint pad0; uint pad1; uint pad2; }; struct type_StructuredBuffer_Scene { Scene _m0[1]; }; constant float4 _86 = {}; constant float3 _88 = {}; 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)]]; float4 in_var_TEXCOORD3 [[user(locn3)]]; uint in_var_TEXCOORD4 [[user(locn4)]]; }; 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 _97 = int(scene._m0[in.in_var_TEXCOORD4].textureMode); int _98 = _97 & 240; float4 _132; if (_98 == 16) { float3 _119 = 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); _132 = float4(dot(_119, float3(1.164000034332275390625, 0.0, 1.7929999828338623046875)), dot(_119, float3(1.164000034332275390625, -0.212999999523162841796875, -0.53299999237060546875)), dot(_119, float3(1.164000034332275390625, 2.111999988555908203125, 0.0)), 1.0); } else { float4 _131; if (_98 == 0) { _131 = Texture0.sample(Sampler0, in.in_var_TEXCOORD0); } else { _131 = _86; } _132 = _131; } float4 _138; if ((_97 & 1) == 1) { _138 = powr(_132, float4(2.2000000476837158203125)); } else { _138 = _132; } if (_138.w < 0.00999999977648258209228515625) { discard_fragment(); } float3 _192; do { float3 _149 = Uniforms.lightPosition.xyz - in.in_var_TEXCOORD1; float _150 = length(_149); float _151 = _150 * _150; float _157; if (_150 > 2.0) { _157 = 0.5 / _151; } else { _157 = 1.0 / _151; } float _162; if (_150 > 4.0) { _162 = _157 * 0.5; } else { _162 = _157; } float _164 = (_150 > 15.0) ? 0.0 : _162; float _166 = (_164 > 1.0) ? 1.0 : _164; if (length(in.in_var_TEXCOORD2) < 0.100000001490116119384765625) { _192 = (in.in_var_TEXCOORD1 * float3(0.800000011920928955078125, 0.800000011920928955078125, 0.5)) * _166; break; } float3 _173 = fast::normalize(_149); _192 = ((float3(0.800000011920928955078125, 0.800000011920928955078125, 0.5) * precise::max(dot(_173, in.in_var_TEXCOORD2), 0.0)) * _166) + (((float3(0.800000011920928955078125, 0.800000011920928955078125, 0.5) * powr(precise::max(dot(in.in_var_TEXCOORD2, fast::normalize(_173 + fast::normalize(in.in_var_TEXCOORD1 - Uniforms.viewPos.xyz))), 0.0), 30.0)) * 2.0) * _166); break; } while(false); float3 _209 = ((in.in_var_TEXCOORD3.xyz / float3(in.in_var_TEXCOORD3.w)) * 0.5) + float3(0.5); float3 _211; _211.x = _209.x; float2 _212 = _211.xy; _212.y = -_209.y; float _219; int _222; int _224; _219 = 0.0; _222 = 0; _224 = -4; float _220; int _223; for (; _224 <= 4; _219 = _220, _222 = _223, _224++) { _223 = _222; _220 = _219; for (int _233 = -4; _233 <= 4; ) { _223++; _220 += float((in.in_var_TEXCOORD3.z - 0.004999999888241291046142578125) > DirectionalShadowDepthMap.sample(DirectionalShadowSampler, (_212 + float2(float(_233) * 0.000244140625, float(_224) * 0.000244140625))).x); _233++; continue; } } out.out_var_SV_Target0 = float4(powr(_138.xyz * ((float3(0.100000001490116119384765625) + _192) + ((Uniforms.directionalLightColor.xyz * precise::max(dot(Uniforms.directionalLight.xyz, in.in_var_TEXCOORD2), 0.0)) * (1.0 - (_219 / float(_222))))), float3(0.4545454680919647216796875)), _138.w); return out; }