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

121 lines
4.1 KiB
Plaintext

#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 _112;
if (scene._m0[gl_InstanceIndex].animation != (-1))
{
float3 _84;
_84 = float3(0.0);
for (int _87 = 0; _87 < 4; )
{
uint _93 = (8u * uint(_87)) & 31u;
_84 += ((animationBuffer._m0[uint(scene._m0[gl_InstanceIndex].animation) + ((in.in_var_TEXCOORD4 >> _93) & 255u)].final * float4(in.in_var_TEXCOORD0, 1.0)).xyz * (float((in.in_var_TEXCOORD5 >> _93) & 255u) * 0.0039215688593685626983642578125));
_87++;
continue;
}
_112 = _84;
}
else
{
_112 = in.in_var_TEXCOORD0;
}
float4 _116 = float4(_112, 1.0);
float3 _210;
float3 _211;
float3 _212;
float4 _213;
float4 _214;
if (int(scene._m0[gl_InstanceIndex].flags & 4u) > 0)
{
float3 _128 = (scene._m0[gl_InstanceIndex].Model * float4(0.0, 0.0, 0.0, 1.0)).xyz;
float3 _133 = fast::normalize(_128 - Uniforms.cameraPosition.xyz);
float3 _135 = fast::normalize(cross(float3(0.0, 1.0, 0.0), _133));
float _141 = scene._m0[gl_InstanceIndex].float0 * (length(Uniforms.cameraPosition.xyz - _128) * 0.100000001490116119384765625);
float4 _155 = float4((_128 + ((_135 * in.in_var_TEXCOORD0.x) * _141)) + ((_135 * in.in_var_TEXCOORD0.y) * _141), 1.0);
_210 = _155.xyz;
_211 = _133;
_212 = float3(0.0, 0.0, 1.0);
_213 = Uniforms.ViewProjection * _155;
_214 = _155;
}
else
{
float4 _162 = scene._m0[gl_InstanceIndex].Model * _116;
float4x4 _197 = 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 _201 = float4(in.in_var_TEXCOORD1, 1.0);
_210 = _162.xyz;
_211 = fast::normalize(_201 * _197).xyz;
_212 = (_201 * (_197 * transpose(Uniforms.NoTranslateView))).xyz;
_213 = Uniforms.ViewProjection * (scene._m0[gl_InstanceIndex].Model * _116);
_214 = _162;
}
out.out_var_TEXCOORD0 = in.in_var_TEXCOORD3;
out.out_var_TEXCOORD1 = _210;
out.out_var_TEXCOORD2 = _211;
out.out_var_TEXCOORD3 = Uniforms.ShadowMapProjection * _214;
out.out_var_TEXCOORD4 = gl_InstanceIndex;
out.out_var_TEXCOORD5 = _212;
out.gl_Position = _213;
return out;
}