#include #include using namespace metal; struct type_Uniforms { float4 viewPos; float4 lightPosition; float4 directionalLight; float4 directionalLightColor; float2 screenSize; float lightPower; float time; }; struct Scene { float4x4 Model; uint textureMode; uint pad0; uint pad1; uint pad2; }; struct type_StructuredBuffer_Scene { Scene _m0[1]; }; constant float4 _90 = {}; constant float3 _92 = {}; struct main0_out { float4 out_var_SV_Target0 [[color(0)]]; float4 out_var_SV_Target1 [[color(1)]]; float4 out_var_SV_Target2 [[color(2)]]; float4 out_var_SV_Target3 [[color(3)]]; }; 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 _101 = int(scene._m0[in.in_var_TEXCOORD4].textureMode); int _102 = _101 & 240; float4 _136; if (_102 == 16) { float3 _123 = 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); _136 = float4(dot(_123, float3(1.164000034332275390625, 0.0, 1.7929999828338623046875)), dot(_123, float3(1.164000034332275390625, -0.212999999523162841796875, -0.53299999237060546875)), dot(_123, float3(1.164000034332275390625, 2.111999988555908203125, 0.0)), 1.0); } else { float4 _135; if (_102 == 0) { _135 = Texture0.sample(Sampler0, in.in_var_TEXCOORD0); } else { _135 = _90; } _136 = _135; } float4 _142; if ((_101 & 1) == 1) { _142 = powr(_136, float4(2.2000000476837158203125)); } else { _142 = _136; } if (_142.w < 0.00999999977648258209228515625) { discard_fragment(); } float3 _152 = float3(0.800000011920928955078125, 0.800000011920928955078125, 0.5) * Uniforms.lightPower; float3 _199; do { float3 _156 = Uniforms.lightPosition.xyz - in.in_var_TEXCOORD1; float _157 = length(_156); float _158 = _157 * _157; float _164; if (_157 > 2.0) { _164 = 0.5 / _158; } else { _164 = 1.0 / _158; } float _169; if (_157 > 4.0) { _169 = _164 * 0.5; } else { _169 = _164; } float _171 = (_157 > 15.0) ? 0.0 : _169; float _173 = (_171 > 1.0) ? 1.0 : _171; if (length(in.in_var_TEXCOORD2) < 0.100000001490116119384765625) { _199 = (in.in_var_TEXCOORD1 * _152) * _173; break; } float3 _180 = fast::normalize(_156); _199 = ((_152 * precise::max(dot(_180, in.in_var_TEXCOORD2), 0.0)) * _173) + (((_152 * powr(precise::max(dot(in.in_var_TEXCOORD2, fast::normalize(_180 + fast::normalize(in.in_var_TEXCOORD1 - Uniforms.viewPos.xyz))), 0.0), 30.0)) * 2.0) * _173); break; } while(false); float3 _216 = ((in.in_var_TEXCOORD3.xyz / float3(in.in_var_TEXCOORD3.w)) * 0.5) + float3(0.5); float3 _218; _218.x = _216.x; float2 _219 = _218.xy; _219.y = -_216.y; float _226; int _229; int _231; _226 = 0.0; _229 = 0; _231 = -4; float _227; int _230; for (; _231 <= 4; _226 = _227, _229 = _230, _231++) { _230 = _229; _227 = _226; for (int _240 = -4; _240 <= 4; ) { _230++; _227 += float((in.in_var_TEXCOORD3.z - 0.004999999888241291046142578125) > DirectionalShadowDepthMap.sample(DirectionalShadowSampler, (_219 + float2(float(_240) * 0.000244140625, float(_231) * 0.000244140625))).x); _240++; continue; } } float3 _269; if ((_101 & 2) > 0) { _269 = _142.xyz * 2.0; } else { _269 = _142.xyz * ((float3(0.100000001490116119384765625) + _199) + ((Uniforms.directionalLightColor.xyz * precise::max(dot(Uniforms.directionalLight.xyz, in.in_var_TEXCOORD2), 0.0)) * (1.0 - (_226 / float(_229))))); } float4 _286; if (_269.x > 1.0) { float4 _285 = float4(0.0, 0.0, 0.0, 1.0); _285.x = _269.x; _286 = _285; } else { _286 = float4(0.0, 0.0, 0.0, 1.0); } float4 _291; if (_269.y > 1.0) { float4 _290 = _286; _290.y = _269.y; _291 = _290; } else { _291 = _286; } float4 _296; if (_269.z > 1.0) { float4 _295 = _291; _295.z = _269.z; _296 = _295; } else { _296 = _291; } out.out_var_SV_Target0 = float4(_269, _142.w); out.out_var_SV_Target1 = _296; out.out_var_SV_Target2 = float4(in.in_var_TEXCOORD1, 1.0); out.out_var_SV_Target3 = float4(in.in_var_TEXCOORD2, 1.0); return out; }