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

199 lines
5.5 KiB
Plaintext

#include <metal_stdlib>
#include <simd/simd.h>
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;
int animation;
uint flags;
float float0;
};
struct type_StructuredBuffer_Scene
{
Scene _m0[1];
};
constant float4 _92 = {};
constant float3 _94 = {};
struct main0_out
{
float4 out_var_SV_Target0 [[color(0)]];
float4 out_var_SV_Target1 [[color(1)]];
float4 out_var_SV_Target2 [[color(2)]];
float4 out_var_SV_Target3 [[color(3)]];
};
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)]];
float3 in_var_TEXCOORD5 [[user(locn5)]];
};
fragment main0_out main0(main0_in in [[stage_in]], constant type_Uniforms& Uniforms [[buffer(0)]], const device type_StructuredBuffer_Scene& scene [[buffer(1)]], texture2d<float> Texture0 [[texture(0)]], texture2d<float> Texture1 [[texture(1)]], texture2d<float> Texture2 [[texture(2)]], texture2d<float> DirectionalShadowDepthMap [[texture(3)]], sampler Sampler0 [[sampler(0)]], sampler Sampler1 [[sampler(1)]], sampler Sampler2 [[sampler(2)]], sampler DirectionalShadowSampler [[sampler(3)]])
{
main0_out out = {};
int _104 = int(scene._m0[in.in_var_TEXCOORD4].textureMode);
int _105 = _104 & 240;
float4 _139;
if (_105 == 16)
{
float3 _126 = 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);
_139 = float4(dot(_126, float3(1.164000034332275390625, 0.0, 1.7929999828338623046875)), dot(_126, float3(1.164000034332275390625, -0.212999999523162841796875, -0.53299999237060546875)), dot(_126, float3(1.164000034332275390625, 2.111999988555908203125, 0.0)), 1.0);
}
else
{
float4 _138;
if (_105 == 0)
{
_138 = Texture0.sample(Sampler0, in.in_var_TEXCOORD0);
}
else
{
_138 = _92;
}
_139 = _138;
}
float4 _145;
if ((_104 & 1) == 1)
{
_145 = powr(_139, float4(2.2000000476837158203125));
}
else
{
_145 = _139;
}
if (_145.w < 0.00999999977648258209228515625)
{
discard_fragment();
}
float3 _155 = float3(0.800000011920928955078125, 0.800000011920928955078125, 0.5) * Uniforms.lightPower;
float3 _202;
do
{
float3 _159 = Uniforms.lightPosition.xyz - in.in_var_TEXCOORD1;
float _160 = length(_159);
float _161 = _160 * _160;
float _167;
if (_160 > 2.0)
{
_167 = 0.5 / _161;
}
else
{
_167 = 1.0 / _161;
}
float _172;
if (_160 > 4.0)
{
_172 = _167 * 0.5;
}
else
{
_172 = _167;
}
float _174 = (_160 > 15.0) ? 0.0 : _172;
float _176 = (_174 > 1.0) ? 1.0 : _174;
if (length(in.in_var_TEXCOORD2) < 0.100000001490116119384765625)
{
_202 = (in.in_var_TEXCOORD1 * _155) * _176;
break;
}
float3 _183 = fast::normalize(_159);
_202 = ((_155 * precise::max(dot(_183, in.in_var_TEXCOORD2), 0.0)) * _176) + (((_155 * powr(precise::max(dot(in.in_var_TEXCOORD2, fast::normalize(_183 + fast::normalize(in.in_var_TEXCOORD1 - Uniforms.viewPos.xyz))), 0.0), 30.0)) * 2.0) * _176);
break;
} while(false);
float3 _219 = ((in.in_var_TEXCOORD3.xyz / float3(in.in_var_TEXCOORD3.w)) * 0.5) + float3(0.5);
float3 _221;
_221.x = _219.x;
float2 _222 = _221.xy;
_222.y = -_219.y;
float _229;
int _232;
int _234;
_229 = 0.0;
_232 = 0;
_234 = -2;
float _230;
int _233;
for (; _234 <= 2; _229 = _230, _232 = _233, _234++)
{
_233 = _232;
_230 = _229;
for (int _243 = -2; _243 <= 2; )
{
_233++;
_230 += float((in.in_var_TEXCOORD3.z - 0.0030000000260770320892333984375) > DirectionalShadowDepthMap.sample(DirectionalShadowSampler, (_222 + float2(float(_243) * 0.000244140625, float(_234) * 0.000244140625))).x);
_243++;
continue;
}
}
float3 _272;
if ((_104 & 2) > 0)
{
_272 = powr(_145.xyz, float3(0.4545454680919647216796875));
}
else
{
_272 = _145.xyz * ((float3(0.100000001490116119384765625) + _202) + ((Uniforms.directionalLightColor.xyz * precise::max(dot(Uniforms.directionalLight.xyz, in.in_var_TEXCOORD2), 0.0)) * (1.0 - (_229 / float(_232)))));
}
float4 _289;
if (_272.x > 1.0)
{
float4 _288 = float4(0.0);
_288.x = _272.x;
_289 = _288;
}
else
{
_289 = float4(0.0);
}
float4 _294;
if (_272.y > 1.0)
{
float4 _293 = _289;
_293.y = _272.y;
_294 = _293;
}
else
{
_294 = _289;
}
float4 _299;
if (_272.z > 1.0)
{
float4 _298 = _294;
_298.z = _272.z;
_299 = _298;
}
else
{
_299 = _294;
}
out.out_var_SV_Target0 = float4(_272, _145.w);
out.out_var_SV_Target1 = _299;
out.out_var_SV_Target2 = float4(in.in_var_TEXCOORD1, 1.0);
out.out_var_SV_Target3 = float4(in.in_var_TEXCOORD5, 1.0);
return out;
}