#include #include using namespace metal; struct type_Uniforms { float4 viewPos; float4 lightPosition; float4 directionalLight; float4 directionalLightColor; float2 screenSize; float time; }; constant float3 _59 = {}; 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 _68 = Texture.sample(Sampler, in.in_var_TEXCOORD0); float _69 = _68.w; if (_69 < 0.00999999977648258209228515625) { discard_fragment(); } float3 _122; do { float3 _79 = Uniforms.lightPosition.xyz - in.in_var_TEXCOORD1; float _80 = length(_79); float _81 = _80 * _80; float _87; if (_80 > 2.0) { _87 = 0.5 / _81; } else { _87 = 1.0 / _81; } float _92; if (_80 > 4.0) { _92 = _87 * 0.5; } else { _92 = _87; } float _94 = (_80 > 15.0) ? 0.0 : _92; float _96 = (_94 > 1.0) ? 1.0 : _94; if (length(in.in_var_TEXCOORD2) < 0.100000001490116119384765625) { _122 = (in.in_var_TEXCOORD1 * float3(0.800000011920928955078125, 0.800000011920928955078125, 0.5)) * _96; break; } float3 _103 = fast::normalize(_79); _122 = ((float3(0.800000011920928955078125, 0.800000011920928955078125, 0.5) * precise::max(dot(_103, in.in_var_TEXCOORD2), 0.0)) * _96) + (((float3(0.800000011920928955078125, 0.800000011920928955078125, 0.5) * powr(precise::max(dot(in.in_var_TEXCOORD2, fast::normalize(_103 + fast::normalize(in.in_var_TEXCOORD1 - Uniforms.viewPos.xyz))), 0.0), 30.0)) * 2.0) * _96); break; } while(false); float3 _139 = ((in.in_var_TEXCOORD3.xyz / float3(in.in_var_TEXCOORD3.w)) * 0.5) + float3(0.5); float3 _141; _141.x = _139.x; float2 _142 = _141.xy; _142.y = -_139.y; float _149; int _152; int _154; _149 = 0.0; _152 = 0; _154 = -4; float _150; int _153; for (; _154 <= 4; _149 = _150, _152 = _153, _154++) { _153 = _152; _150 = _149; for (int _163 = -4; _163 <= 4; ) { _153++; _150 += float((in.in_var_TEXCOORD3.z - 0.001000000047497451305389404296875) > DirectionalShadowDepthMap.sample(DirectionalShadowSampler, (_142 + float2(float(_163) * 0.000244140625, float(_154) * 0.000244140625))).x); _163++; continue; } } out.out_var_SV_Target0 = float4(powr(_68.xyz * ((float3(0.100000001490116119384765625) + _122) + ((Uniforms.directionalLightColor.xyz * precise::max(dot(Uniforms.directionalLight.xyz, in.in_var_TEXCOORD2), 0.0)) * (1.0 - (_149 / float(_152))))), float3(0.4545454680919647216796875)), _69); return out; }