Backlog/projects/content/_shaders/msl/lit_mesh.frag.msl

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#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct type_Uniforms
{
float4 viewPos;
float4 lightPosition;
float time;
};
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)]];
};
fragment main0_out main0(main0_in in [[stage_in]], constant type_Uniforms& Uniforms [[buffer(0)]], texture2d<float> Texture [[texture(0)]], sampler Sampler [[sampler(0)]])
{
main0_out out = {};
float4 _59 = Texture.sample(Sampler, in.in_var_TEXCOORD0);
float _60 = _59.w;
if (_60 < 0.00999999977648258209228515625)
{
discard_fragment();
}
float3 _118;
do
{
float3 _74 = Uniforms.lightPosition.xyz - in.in_var_TEXCOORD1;
float _75 = length(_74);
float _76 = _75 * _75;
float _77 = 1.0 / _76;
float _82;
if (_75 > 2.0)
{
_82 = 0.5 / _76;
}
else
{
_82 = _77;
}
float _87;
if (_75 > 4.0)
{
_87 = _82 * 0.5;
}
else
{
_87 = _82;
}
float _89 = (_75 > 15.0) ? 0.0 : _87;
float _91 = (_89 > 1.0) ? 1.0 : _89;
if (length(in.in_var_TEXCOORD2) < 0.100000001490116119384765625)
{
_118 = ((in.in_var_TEXCOORD1 * float3(0.800000011920928955078125, 0.800000011920928955078125, 0.5)) * _77) * _91;
break;
}
float3 _99 = fast::normalize(_74);
_118 = ((float3(0.800000011920928955078125, 0.800000011920928955078125, 0.5) * precise::max(dot(_99, in.in_var_TEXCOORD2), 0.0)) * _91) + (((float3(0.800000011920928955078125, 0.800000011920928955078125, 0.5) * powr(precise::max(dot(in.in_var_TEXCOORD2, fast::normalize(_99 + fast::normalize(in.in_var_TEXCOORD1 - Uniforms.viewPos.xyz))), 0.0), 30.0)) * 2.0) * _91);
break;
} while(false);
out.out_var_SV_Target0 = float4(powr(_59.xyz * ((mix(float3(0.00999999977648258209228515625, 0.00999999977648258209228515625, 0.0030000000260770320892333984375), float3(0.0040000001899898052215576171875, 0.0040000001899898052215576171875, 0.0599999986588954925537109375), float3(in.in_var_TEXCOORD2.y)) * 0.001000000047497451305389404296875) + _118), float3(0.4545454680919647216796875)), _60);
return out;
}