#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 _112; if (scene._m0[gl_InstanceIndex].animation != (-1)) { float3 _84; _84 = float3(0.0); for (int _87 = 0; _87 < 4; ) { uint _93 = (8u * uint(_87)) & 31u; _84 += ((animationBuffer._m0[uint(scene._m0[gl_InstanceIndex].animation) + ((in.in_var_TEXCOORD4 >> _93) & 255u)].final * float4(in.in_var_TEXCOORD0, 1.0)).xyz * (float((in.in_var_TEXCOORD5 >> _93) & 255u) * 0.0039215688593685626983642578125)); _87++; continue; } _112 = _84; } else { _112 = in.in_var_TEXCOORD0; } float4 _116 = float4(_112, 1.0); float3 _210; float3 _211; float3 _212; float4 _213; float4 _214; if (int(scene._m0[gl_InstanceIndex].flags & 4u) > 0) { float3 _128 = (scene._m0[gl_InstanceIndex].Model * float4(0.0, 0.0, 0.0, 1.0)).xyz; float3 _133 = fast::normalize(_128 - Uniforms.cameraPosition.xyz); float3 _135 = fast::normalize(cross(float3(0.0, 1.0, 0.0), _133)); float _141 = scene._m0[gl_InstanceIndex].float0 * (length(Uniforms.cameraPosition.xyz - _128) * 0.100000001490116119384765625); float4 _155 = float4((_128 + ((_135 * in.in_var_TEXCOORD0.x) * _141)) + ((_135 * in.in_var_TEXCOORD0.y) * _141), 1.0); _210 = _155.xyz; _211 = _133; _212 = float3(0.0, 0.0, 1.0); _213 = Uniforms.ViewProjection * _155; _214 = _155; } else { float4 _162 = scene._m0[gl_InstanceIndex].Model * _116; float4x4 _197 = 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 _201 = float4(in.in_var_TEXCOORD1, 1.0); _210 = _162.xyz; _211 = fast::normalize(_201 * _197).xyz; _212 = (_201 * (_197 * transpose(Uniforms.NoTranslateView))).xyz; _213 = Uniforms.ViewProjection * (scene._m0[gl_InstanceIndex].Model * _116); _214 = _162; } out.out_var_TEXCOORD0 = in.in_var_TEXCOORD3; out.out_var_TEXCOORD1 = _210; out.out_var_TEXCOORD2 = _211; out.out_var_TEXCOORD3 = Uniforms.ShadowMapProjection * _214; out.out_var_TEXCOORD4 = gl_InstanceIndex; out.out_var_TEXCOORD5 = _212; out.gl_Position = _213; return out; }