#include #include using namespace metal; struct type_Uniforms { float4 viewPos; float4 lightPosition; float4 directionalLight; float4 directionalLightColor; float2 screenSize; float time; }; constant float3 _56 = {}; 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)]]; }; fragment main0_out main0(main0_in in [[stage_in]], constant type_Uniforms& Uniforms [[buffer(0)]], texture2d Texture [[texture(0)]], texture2d DirectionalShadowDepthMap [[texture(1)]], sampler Sampler [[sampler(0)]], sampler DirectionalShadowSampler [[sampler(1)]]) { main0_out out = {}; float4 _65 = Texture.sample(Sampler, in.in_var_TEXCOORD0); float _66 = _65.w; if (_66 < 0.00999999977648258209228515625) { discard_fragment(); } float3 _119; do { float3 _76 = Uniforms.lightPosition.xyz - in.in_var_TEXCOORD1; float _77 = length(_76); float _78 = _77 * _77; float _84; if (_77 > 2.0) { _84 = 0.5 / _78; } else { _84 = 1.0 / _78; } float _89; if (_77 > 4.0) { _89 = _84 * 0.5; } else { _89 = _84; } float _91 = (_77 > 15.0) ? 0.0 : _89; float _93 = (_91 > 1.0) ? 1.0 : _91; if (length(in.in_var_TEXCOORD2) < 0.100000001490116119384765625) { _119 = (in.in_var_TEXCOORD1 * float3(0.800000011920928955078125, 0.800000011920928955078125, 0.5)) * _93; break; } float3 _100 = fast::normalize(_76); _119 = ((float3(0.800000011920928955078125, 0.800000011920928955078125, 0.5) * precise::max(dot(_100, in.in_var_TEXCOORD2), 0.0)) * _93) + (((float3(0.800000011920928955078125, 0.800000011920928955078125, 0.5) * powr(precise::max(dot(in.in_var_TEXCOORD2, fast::normalize(_100 + fast::normalize(in.in_var_TEXCOORD1 - Uniforms.viewPos.xyz))), 0.0), 30.0)) * 2.0) * _93); break; } while(false); float3 _136 = ((in.in_var_TEXCOORD3.xyz / float3(in.in_var_TEXCOORD3.w)) * 0.5) + float3(0.5); float3 _138; _138.x = _136.x; float2 _139 = _138.xy; _139.y = -_136.y; out.out_var_SV_Target0 = float4(powr(_65.xyz * ((float3(0.100000001490116119384765625) + _119) + ((Uniforms.directionalLightColor.xyz * precise::max(dot(Uniforms.directionalLight.xyz, in.in_var_TEXCOORD2), 0.0)) * (1.0 - float((in.in_var_TEXCOORD3.z - 0.004999999888241291046142578125) > DirectionalShadowDepthMap.sample(DirectionalShadowSampler, _139).x)))), float3(0.4545454680919647216796875)), _66); return out; }