Backlog/projects/content/_shaders/msl/meshes.vert.msl

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#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct Scene
{
float4x4 Model;
uint textureMode;
int animation;
uint flags;
float float0;
};
struct type_StructuredBuffer_Scene
{
Scene _m0[1];
};
struct BoneTransform
{
float4x4 final;
};
struct type_StructuredBuffer_BoneTransform
{
BoneTransform _m0[1];
};
struct type_Uniforms
{
float4x4 ViewProjection;
float4x4 NoTranslateView;
float4x4 ViewTransform;
float4x4 ShadowMapProjection;
float4 cameraPosition;
float time;
};
struct main0_out
{
float2 out_var_TEXCOORD0 [[user(locn0)]];
float3 out_var_TEXCOORD1 [[user(locn1)]];
float3 out_var_TEXCOORD2 [[user(locn2)]];
float4 out_var_TEXCOORD3 [[user(locn3)]];
uint out_var_TEXCOORD4 [[user(locn4)]];
float3 out_var_TEXCOORD5 [[user(locn5)]];
float4 gl_Position [[position]];
};
struct main0_in
{
float3 in_var_TEXCOORD0 [[attribute(0)]];
float3 in_var_TEXCOORD1 [[attribute(1)]];
float2 in_var_TEXCOORD3 [[attribute(3)]];
uint in_var_TEXCOORD4 [[attribute(4)]];
uint in_var_TEXCOORD5 [[attribute(5)]];
};
vertex main0_out main0(main0_in in [[stage_in]], constant type_Uniforms& Uniforms [[buffer(0)]], const device type_StructuredBuffer_Scene& scene [[buffer(1)]], const device type_StructuredBuffer_BoneTransform& animationBuffer [[buffer(2)]], uint gl_InstanceIndex [[instance_id]])
{
main0_out out = {};
float3 _111;
if (scene._m0[gl_InstanceIndex].animation != (-1))
{
float3 _83;
_83 = float3(0.0);
for (int _86 = 0; _86 < 4; )
{
uint _92 = (8u * uint(_86)) & 31u;
_83 += ((animationBuffer._m0[uint(scene._m0[gl_InstanceIndex].animation) + ((in.in_var_TEXCOORD4 >> _92) & 255u)].final * float4(in.in_var_TEXCOORD0, 1.0)).xyz * (float((in.in_var_TEXCOORD5 >> _92) & 255u) * 0.0039215688593685626983642578125));
_86++;
continue;
}
_111 = _83;
}
else
{
_111 = in.in_var_TEXCOORD0;
}
float4 _115 = float4(_111, 1.0);
float3 _207;
float3 _208;
float3 _209;
float4 _210;
float4 _211;
if (int(scene._m0[gl_InstanceIndex].flags & 4u) > 0)
{
float3 _127 = (scene._m0[gl_InstanceIndex].Model * float4(0.0, 0.0, 0.0, 1.0)).xyz;
float3 _132 = fast::normalize(Uniforms.cameraPosition.xyz - _127);
float3 _134 = fast::normalize(cross(float3(0.0, 1.0, 0.0), _132));
float4 _152 = float4((_127 + ((_134 * (-in.in_var_TEXCOORD0.x)) * scene._m0[gl_InstanceIndex].float0)) + ((cross(_132, _134) * in.in_var_TEXCOORD0.y) * scene._m0[gl_InstanceIndex].float0), 1.0);
_207 = _152.xyz;
_208 = _132;
_209 = float3(0.0, 0.0, 1.0);
_210 = Uniforms.ViewProjection * _152;
_211 = _152;
}
else
{
float4 _159 = scene._m0[gl_InstanceIndex].Model * _115;
float4x4 _194 = float4x4(float4(fast::normalize(float3(scene._m0[gl_InstanceIndex].Model[0][0], scene._m0[gl_InstanceIndex].Model[1][0], scene._m0[gl_InstanceIndex].Model[2][0])), 0.0), float4(fast::normalize(float3(scene._m0[gl_InstanceIndex].Model[0][1], scene._m0[gl_InstanceIndex].Model[1][1], scene._m0[gl_InstanceIndex].Model[2][1])), 0.0), float4(fast::normalize(float3(scene._m0[gl_InstanceIndex].Model[0][2], scene._m0[gl_InstanceIndex].Model[1][2], scene._m0[gl_InstanceIndex].Model[2][2])), 0.0), float4(0.0, 0.0, 0.0, 1.0));
float4 _198 = float4(in.in_var_TEXCOORD1, 1.0);
_207 = _159.xyz;
_208 = fast::normalize(_198 * _194).xyz;
_209 = (_198 * (_194 * transpose(Uniforms.NoTranslateView))).xyz;
_210 = Uniforms.ViewProjection * (scene._m0[gl_InstanceIndex].Model * _115);
_211 = _159;
}
out.out_var_TEXCOORD0 = in.in_var_TEXCOORD3;
out.out_var_TEXCOORD1 = _207;
out.out_var_TEXCOORD2 = _208;
out.out_var_TEXCOORD3 = Uniforms.ShadowMapProjection * _211;
out.out_var_TEXCOORD4 = gl_InstanceIndex;
out.out_var_TEXCOORD5 = _209;
out.gl_Position = _210;
return out;
}