#include #include using namespace metal; struct type_Uniforms { float time; packed_float3 viewPos; }; 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 _54 = Texture.sample(Sampler, in.in_var_TEXCOORD0); float3 _57 = float3(0.0, 16.0, -5.0) - in.in_var_TEXCOORD1; float3 _58 = fast::normalize(_57); float _73 = length(_57); float _79; if (_73 > 2.0) { _79 = 0.25 / _73; } else { _79 = 0.5 / _73; } float _84; if (_73 > 4.0) { _84 = _79 * 0.5; } else { _84 = _79; } float _86 = (_73 > 5.0) ? 0.0 : _84; out.out_var_SV_Target0 = float4(powr(_54.xyz * (float3(0.00200000009499490261077880859375, 0.00200000009499490261077880859375, 0.000600000028498470783233642578125) + (((float3(0.800000011920928955078125, 0.800000011920928955078125, 0.5) * precise::max(dot(_58, in.in_var_TEXCOORD2), 0.0)) * _86) + (((float3(0.800000011920928955078125, 0.800000011920928955078125, 0.5) * powr(precise::max(dot(in.in_var_TEXCOORD2, fast::normalize(_58 + fast::normalize(in.in_var_TEXCOORD1 - float3(Uniforms.viewPos)))), 0.0), 30.0)) * 2.0) * _86))), float3(0.4545454680919647216796875)), _54.w); return out; }