#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 _88 = {}; constant float3 _90 = {}; struct main0_out { float4 out_var_SV_Target0 [[color(0)]]; float4 out_var_SV_Target1 [[color(1)]]; }; 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 _99 = int(scene._m0[in.in_var_TEXCOORD4].textureMode); int _100 = _99 & 240; float4 _134; if (_100 == 16) { float3 _121 = 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); _134 = float4(dot(_121, float3(1.164000034332275390625, 0.0, 1.7929999828338623046875)), dot(_121, float3(1.164000034332275390625, -0.212999999523162841796875, -0.53299999237060546875)), dot(_121, float3(1.164000034332275390625, 2.111999988555908203125, 0.0)), 1.0); } else { float4 _133; if (_100 == 0) { _133 = Texture0.sample(Sampler0, in.in_var_TEXCOORD0); } else { _133 = _88; } _134 = _133; } float4 _140; if ((_99 & 1) == 1) { _140 = powr(_134, float4(2.2000000476837158203125)); } else { _140 = _134; } if (_140.w < 0.00999999977648258209228515625) { discard_fragment(); } float3 _150 = float3(0.800000011920928955078125, 0.800000011920928955078125, 0.5) * Uniforms.lightPower; float3 _197; do { float3 _154 = Uniforms.lightPosition.xyz - in.in_var_TEXCOORD1; float _155 = length(_154); float _156 = _155 * _155; float _162; if (_155 > 2.0) { _162 = 0.5 / _156; } else { _162 = 1.0 / _156; } float _167; if (_155 > 4.0) { _167 = _162 * 0.5; } else { _167 = _162; } float _169 = (_155 > 15.0) ? 0.0 : _167; float _171 = (_169 > 1.0) ? 1.0 : _169; if (length(in.in_var_TEXCOORD2) < 0.100000001490116119384765625) { _197 = (in.in_var_TEXCOORD1 * _150) * _171; break; } float3 _178 = fast::normalize(_154); _197 = ((_150 * precise::max(dot(_178, in.in_var_TEXCOORD2), 0.0)) * _171) + (((_150 * powr(precise::max(dot(in.in_var_TEXCOORD2, fast::normalize(_178 + fast::normalize(in.in_var_TEXCOORD1 - Uniforms.viewPos.xyz))), 0.0), 30.0)) * 2.0) * _171); break; } while(false); float3 _214 = ((in.in_var_TEXCOORD3.xyz / float3(in.in_var_TEXCOORD3.w)) * 0.5) + float3(0.5); float3 _216; _216.x = _214.x; float2 _217 = _216.xy; _217.y = -_214.y; float _224; int _227; int _229; _224 = 0.0; _227 = 0; _229 = -4; float _225; int _228; for (; _229 <= 4; _224 = _225, _227 = _228, _229++) { _228 = _227; _225 = _224; for (int _238 = -4; _238 <= 4; ) { _228++; _225 += float((in.in_var_TEXCOORD3.z - 0.004999999888241291046142578125) > DirectionalShadowDepthMap.sample(DirectionalShadowSampler, (_217 + float2(float(_238) * 0.000244140625, float(_229) * 0.000244140625))).x); _238++; continue; } } float3 _267; if ((_99 & 2) > 0) { _267 = _140.xyz * 2.0; } else { _267 = _140.xyz * ((float3(0.100000001490116119384765625) + _197) + ((Uniforms.directionalLightColor.xyz * precise::max(dot(Uniforms.directionalLight.xyz, in.in_var_TEXCOORD2), 0.0)) * (1.0 - (_224 / float(_227))))); } float4 _276; if (_267.x > 1.0) { float4 _275 = float4(0.0, 0.0, 0.0, 1.0); _275.x = _267.x; _276 = _275; } else { _276 = float4(0.0, 0.0, 0.0, 1.0); } float4 _281; if (_267.y > 1.0) { float4 _280 = _276; _280.y = _267.y; _281 = _280; } else { _281 = _276; } float4 _286; if (_267.z > 1.0) { float4 _285 = _281; _285.z = _267.z; _286 = _285; } else { _286 = _281; } out.out_var_SV_Target0 = float4(_267, _140.w); out.out_var_SV_Target1 = _286; return out; }