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;
float4 directionalLight;
float4 directionalLightColor;
float2 screenSize;
float time;
};
struct Scene
{
float4x4 Model;
uint textureMode;
uint pad0;
uint pad1;
uint pad2;
};
struct type_StructuredBuffer_Scene
{
Scene _m0[1];
};
constant float4 _86 = {};
constant float3 _88 = {};
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)]];
uint in_var_TEXCOORD4 [[user(locn4)]];
};
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 _98 = int(scene._m0[in.in_var_TEXCOORD4].textureMode);
int _99 = _98 & 240;
float4 _133;
if (_99 == 16)
{
float3 _120 = 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);
_133 = float4(dot(_120, float3(1.164000034332275390625, 0.0, 1.7929999828338623046875)), dot(_120, float3(1.164000034332275390625, -0.212999999523162841796875, -0.53299999237060546875)), dot(_120, float3(1.164000034332275390625, 2.111999988555908203125, 0.0)), 1.0);
}
else
{
float4 _132;
if (_99 == 0)
{
_132 = Texture0.sample(Sampler0, in.in_var_TEXCOORD0);
}
else
{
_132 = _86;
}
_133 = _132;
}
float4 _139;
if ((_98 & 1) == 1)
{
_139 = powr(_133, float4(2.2000000476837158203125));
}
else
{
_139 = _133;
}
if (_139.w < 0.00999999977648258209228515625)
{
discard_fragment();
}
float3 _193;
do
{
float3 _150 = Uniforms.lightPosition.xyz - in.in_var_TEXCOORD1;
float _151 = length(_150);
float _152 = _151 * _151;
float _158;
if (_151 > 2.0)
{
_158 = 0.5 / _152;
}
else
{
_158 = 1.0 / _152;
}
float _163;
if (_151 > 4.0)
{
_163 = _158 * 0.5;
}
else
{
_163 = _158;
}
float _165 = (_151 > 15.0) ? 0.0 : _163;
float _167 = (_165 > 1.0) ? 1.0 : _165;
if (length(in.in_var_TEXCOORD2) < 0.100000001490116119384765625)
{
_193 = (in.in_var_TEXCOORD1 * float3(0.800000011920928955078125, 0.800000011920928955078125, 0.5)) * _167;
break;
}
float3 _174 = fast::normalize(_150);
_193 = ((float3(0.800000011920928955078125, 0.800000011920928955078125, 0.5) * precise::max(dot(_174, in.in_var_TEXCOORD2), 0.0)) * _167) + (((float3(0.800000011920928955078125, 0.800000011920928955078125, 0.5) * powr(precise::max(dot(in.in_var_TEXCOORD2, fast::normalize(_174 + fast::normalize(in.in_var_TEXCOORD1 - Uniforms.viewPos.xyz))), 0.0), 30.0)) * 2.0) * _167);
break;
} while(false);
float3 _210 = ((in.in_var_TEXCOORD3.xyz / float3(in.in_var_TEXCOORD3.w)) * 0.5) + float3(0.5);
float3 _212;
_212.x = _210.x;
float2 _213 = _212.xy;
_213.y = -_210.y;
float _220;
int _223;
int _225;
_220 = 0.0;
_223 = 0;
_225 = -4;
float _221;
int _224;
for (; _225 <= 4; _220 = _221, _223 = _224, _225++)
{
_224 = _223;
_221 = _220;
for (int _234 = -4; _234 <= 4; )
{
_224++;
_221 += float((in.in_var_TEXCOORD3.z - 0.004999999888241291046142578125) > DirectionalShadowDepthMap.sample(DirectionalShadowSampler, (_213 + float2(float(_234) * 0.000244140625, float(_225) * 0.000244140625))).x);
_234++;
continue;
}
}
out.out_var_SV_Target0 = float4(powr(select(_139.xyz * ((float3(0.100000001490116119384765625) + _193) + ((Uniforms.directionalLightColor.xyz * precise::max(dot(Uniforms.directionalLight.xyz, in.in_var_TEXCOORD2), 0.0)) * (1.0 - (_220 / float(_223))))), _139.xyz, bool3((_98 & 2) > 0)), float3(0.4545454680919647216796875)), _139.w);
return out;
}