148 lines
4.6 KiB
Plaintext
148 lines
4.6 KiB
Plaintext
#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct type_Uniforms
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{
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float4 viewPos;
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float4 lightPosition;
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float4 directionalLight;
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float4 directionalLightColor;
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float2 screenSize;
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float time;
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};
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struct Scene
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{
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float4x4 Model;
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uint textureMode;
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uint pad0;
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uint pad1;
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uint pad2;
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};
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struct type_StructuredBuffer_Scene
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{
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Scene _m0[1];
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};
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constant float4 _86 = {};
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constant float3 _88 = {};
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struct main0_out
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{
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float4 out_var_SV_Target0 [[color(0)]];
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};
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struct main0_in
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{
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float2 in_var_TEXCOORD0 [[user(locn0)]];
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float3 in_var_TEXCOORD1 [[user(locn1)]];
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float3 in_var_TEXCOORD2 [[user(locn2)]];
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float4 in_var_TEXCOORD3 [[user(locn3)]];
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uint in_var_TEXCOORD4 [[user(locn4)]];
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};
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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)]])
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{
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main0_out out = {};
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int _97 = int(scene._m0[in.in_var_TEXCOORD4].textureMode);
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int _98 = _97 & 240;
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float4 _132;
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if (_98 == 16)
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{
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float3 _119 = 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);
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_132 = float4(dot(_119, float3(1.164000034332275390625, 0.0, 1.7929999828338623046875)), dot(_119, float3(1.164000034332275390625, -0.212999999523162841796875, -0.53299999237060546875)), dot(_119, float3(1.164000034332275390625, 2.111999988555908203125, 0.0)), 1.0);
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}
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else
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{
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float4 _131;
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if (_98 == 0)
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{
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_131 = Texture0.sample(Sampler0, in.in_var_TEXCOORD0);
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}
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else
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{
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_131 = _86;
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}
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_132 = _131;
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}
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float4 _138;
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if ((_97 & 1) == 1)
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{
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_138 = powr(_132, float4(2.2000000476837158203125));
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}
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else
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{
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_138 = _132;
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}
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if (_138.w < 0.00999999977648258209228515625)
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{
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discard_fragment();
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}
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float3 _192;
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do
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{
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float3 _149 = Uniforms.lightPosition.xyz - in.in_var_TEXCOORD1;
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float _150 = length(_149);
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float _151 = _150 * _150;
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float _157;
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if (_150 > 2.0)
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{
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_157 = 0.5 / _151;
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}
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else
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{
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_157 = 1.0 / _151;
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}
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float _162;
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if (_150 > 4.0)
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{
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_162 = _157 * 0.5;
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}
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else
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{
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_162 = _157;
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}
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float _164 = (_150 > 15.0) ? 0.0 : _162;
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float _166 = (_164 > 1.0) ? 1.0 : _164;
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if (length(in.in_var_TEXCOORD2) < 0.100000001490116119384765625)
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{
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_192 = (in.in_var_TEXCOORD1 * float3(0.800000011920928955078125, 0.800000011920928955078125, 0.5)) * _166;
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break;
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}
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float3 _173 = fast::normalize(_149);
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_192 = ((float3(0.800000011920928955078125, 0.800000011920928955078125, 0.5) * precise::max(dot(_173, in.in_var_TEXCOORD2), 0.0)) * _166) + (((float3(0.800000011920928955078125, 0.800000011920928955078125, 0.5) * powr(precise::max(dot(in.in_var_TEXCOORD2, fast::normalize(_173 + fast::normalize(in.in_var_TEXCOORD1 - Uniforms.viewPos.xyz))), 0.0), 30.0)) * 2.0) * _166);
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break;
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} while(false);
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float3 _209 = ((in.in_var_TEXCOORD3.xyz / float3(in.in_var_TEXCOORD3.w)) * 0.5) + float3(0.5);
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float3 _211;
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_211.x = _209.x;
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float2 _212 = _211.xy;
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_212.y = -_209.y;
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float _219;
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int _222;
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int _224;
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_219 = 0.0;
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_222 = 0;
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_224 = -4;
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float _220;
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int _223;
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for (; _224 <= 4; _219 = _220, _222 = _223, _224++)
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{
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_223 = _222;
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_220 = _219;
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for (int _233 = -4; _233 <= 4; )
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{
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_223++;
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_220 += float((in.in_var_TEXCOORD3.z - 0.004999999888241291046142578125) > DirectionalShadowDepthMap.sample(DirectionalShadowSampler, (_212 + float2(float(_233) * 0.000244140625, float(_224) * 0.000244140625))).x);
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_233++;
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continue;
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}
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}
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out.out_var_SV_Target0 = float4(powr(_138.xyz * ((float3(0.100000001490116119384765625) + _192) + ((Uniforms.directionalLightColor.xyz * precise::max(dot(Uniforms.directionalLight.xyz, in.in_var_TEXCOORD2), 0.0)) * (1.0 - (_219 / float(_222))))), float3(0.4545454680919647216796875)), _138.w);
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return out;
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}
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