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https://github.com/scratchfoundation/bgfx.git
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172 lines
6 KiB
Text
172 lines
6 KiB
Text
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#include <metal_stdlib>
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using namespace metal;
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constant float2 _xlat_mtl_const1[12] = {float2(-0.326212, -0.40581), float2(-0.840144, -0.07358), float2(-0.695914, 0.457137), float2(-0.203345, 0.620716), float2(0.96234, -0.194983), float2(0.473434, -0.480026), float2(0.519456, 0.767022), float2(0.185461, -0.893124), float2(0.507431, 0.064425), float2(0.89642, 0.412458), float2(-0.32194, -0.932615), float2(-0.791559, -0.59771)};
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struct xlatMtlShaderInput {
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float2 xlv_TEXCOORD0;
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};
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struct xlatMtlShaderOutput {
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half4 _fragData [[color(0)]];
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};
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struct xlatMtlShaderUniform {
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float4 _ZBufferParams;
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float4 _MainTex_TexelSize;
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float _Jitter;
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float _MaxVelocity;
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float _SoftZDistance;
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};
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fragment xlatMtlShaderOutput xlatMtlMain (xlatMtlShaderInput _mtl_i [[stage_in]], constant xlatMtlShaderUniform& _mtl_u [[buffer(0)]]
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, texture2d<half> _MainTex [[texture(0)]], sampler _mtlsmp__MainTex [[sampler(0)]]
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, texture2d<float> _CameraDepthTexture [[texture(1)]], sampler _mtlsmp__CameraDepthTexture [[sampler(1)]]
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, texture2d<half> _VelTex [[texture(2)]], sampler _mtlsmp__VelTex [[sampler(2)]]
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, texture2d<half> _NeighbourMaxTex [[texture(3)]], sampler _mtlsmp__NeighbourMaxTex [[sampler(3)]]
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, texture2d<half> _NoiseTex [[texture(4)]], sampler _mtlsmp__NoiseTex [[sampler(4)]])
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{
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xlatMtlShaderOutput _mtl_o;
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float2 tmpvar_1;
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tmpvar_1 = _mtl_i.xlv_TEXCOORD0;
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float4 jitteredDir_3;
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float4 sum_4;
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float weight_5;
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float zx_6;
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float2 vx_7;
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float2 x_8;
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float2 xf_9;
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xf_9 = _mtl_i.xlv_TEXCOORD0;
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x_8 = _mtl_i.xlv_TEXCOORD0;
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if ((_mtl_u._MainTex_TexelSize.y < 0.0)) {
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xf_9.y = (1.0 - _mtl_i.xlv_TEXCOORD0.y);
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};
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half4 tmpvar_10;
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tmpvar_10 = _NeighbourMaxTex.sample(_mtlsmp__NeighbourMaxTex, (float2)(xf_9), level(0.0));
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float2 tmpvar_11;
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tmpvar_11 = float2(tmpvar_10.xy);
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half4 tmpvar_12;
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tmpvar_12 = _MainTex.sample(_mtlsmp__MainTex, (float2)(_mtl_i.xlv_TEXCOORD0), level(0.0));
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float4 tmpvar_13;
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tmpvar_13 = float4(tmpvar_12);
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half4 tmpvar_14;
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tmpvar_14 = _VelTex.sample(_mtlsmp__VelTex, (float2)(xf_9), level(0.0));
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float2 tmpvar_15;
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tmpvar_15 = float2(tmpvar_14.xy);
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vx_7 = tmpvar_15;
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float4 tmpvar_16;
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tmpvar_16.zw = float2(0.0, 0.0);
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tmpvar_16.xy = _mtl_i.xlv_TEXCOORD0;
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float4 coord_17;
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coord_17 = (tmpvar_16 * 11.0);
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half4 tmpvar_18;
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tmpvar_18 = _NoiseTex.sample(_mtlsmp__NoiseTex, (float2)(coord_17.xy), level(coord_17.w));
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float4 tmpvar_19;
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tmpvar_19 = float4(((tmpvar_18 * (half)2.0) - (half)1.0));
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zx_6 = -((1.0/((
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(_mtl_u._ZBufferParams.x * _CameraDepthTexture.sample(_mtlsmp__CameraDepthTexture, (float2)(_mtl_i.xlv_TEXCOORD0), level(0.0)).x)
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+ _mtl_u._ZBufferParams.y))));
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weight_5 = 1.0;
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sum_4 = tmpvar_13;
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float4 tmpvar_20;
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tmpvar_20 = (tmpvar_11.xyxy + (tmpvar_19 * (_mtl_u._MainTex_TexelSize.xyxy * _mtl_u._Jitter)).xyyz);
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jitteredDir_3 = ((max (
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abs(tmpvar_20.xyxy)
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,
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((_mtl_u._MainTex_TexelSize.xyxy * _mtl_u._MaxVelocity) * 0.15)
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) * sign(tmpvar_20.xyxy)) * float4(1.0, 1.0, -1.0, -1.0));
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for (int l_2 = 0; l_2 < 12; l_2++) {
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float zy_21;
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float4 yf_22;
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float4 tmpvar_23;
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tmpvar_23 = (tmpvar_1.xyxy + ((jitteredDir_3.xyxy * _xlat_mtl_const1[l_2].xyxy) * float4(1.0, 1.0, -1.0, -1.0)));
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yf_22 = tmpvar_23;
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if ((_mtl_u._MainTex_TexelSize.y < 0.0)) {
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yf_22.yw = (1.0 - tmpvar_23.yw);
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};
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half4 tmpvar_24;
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tmpvar_24 = _VelTex.sample(_mtlsmp__VelTex, (float2)(yf_22.xy), level(0.0));
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float2 tmpvar_25;
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tmpvar_25 = float2(tmpvar_24.xy);
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zy_21 = -((1.0/((
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(_mtl_u._ZBufferParams.x * _CameraDepthTexture.sample(_mtlsmp__CameraDepthTexture, (float2)(tmpvar_23.xy), level(0.0)).x)
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+ _mtl_u._ZBufferParams.y))));
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float2 x_26;
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x_26 = (x_8 - tmpvar_23.xy);
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float2 x_27;
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x_27 = (tmpvar_23.xy - x_8);
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float tmpvar_28;
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tmpvar_28 = sqrt(dot (tmpvar_25, tmpvar_25));
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float2 x_29;
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x_29 = (tmpvar_23.xy - x_8);
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float edge0_30;
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edge0_30 = (0.95 * tmpvar_28);
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float tmpvar_31;
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tmpvar_31 = clamp (((
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sqrt(dot (x_29, x_29))
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- edge0_30) / (
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(1.05 * tmpvar_28)
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- edge0_30)), 0.0, 1.0);
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float tmpvar_32;
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tmpvar_32 = sqrt(dot (vx_7, vx_7));
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float2 x_33;
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x_33 = (x_8 - tmpvar_23.xy);
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float edge0_34;
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edge0_34 = (0.95 * tmpvar_32);
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float tmpvar_35;
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tmpvar_35 = clamp (((
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sqrt(dot (x_33, x_33))
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- edge0_34) / (
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(1.05 * tmpvar_32)
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- edge0_34)), 0.0, 1.0);
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float tmpvar_36;
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tmpvar_36 = (((
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clamp ((1.0 - ((zy_21 - zx_6) / _mtl_u._SoftZDistance)), 0.0, 1.0)
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*
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clamp ((1.0 - (sqrt(
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dot (x_26, x_26)
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) / sqrt(
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dot (vx_7, vx_7)
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))), 0.0, 1.0)
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) + (
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clamp ((1.0 - ((zx_6 - zy_21) / _mtl_u._SoftZDistance)), 0.0, 1.0)
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*
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clamp ((1.0 - (sqrt(
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dot (x_27, x_27)
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) / sqrt(
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dot (tmpvar_25, tmpvar_25)
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))), 0.0, 1.0)
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)) + ((
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(1.0 - (tmpvar_31 * (tmpvar_31 * (3.0 -
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(2.0 * tmpvar_31)
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))))
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*
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(1.0 - (tmpvar_35 * (tmpvar_35 * (3.0 -
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(2.0 * tmpvar_35)
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))))
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) * 2.0));
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half4 tmpvar_37;
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tmpvar_37 = _MainTex.sample(_mtlsmp__MainTex, (float2)(tmpvar_23.xy), level(0.0));
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float4 tmpvar_38;
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tmpvar_38 = float4(tmpvar_37);
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sum_4 = (sum_4 + (tmpvar_38 * tmpvar_36));
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weight_5 = (weight_5 + tmpvar_36);
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};
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float4 tmpvar_39;
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tmpvar_39 = (sum_4 / weight_5);
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_mtl_o._fragData = half4(tmpvar_39);
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return _mtl_o;
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}
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// stats: 99 alu 8 tex 4 flow
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// inputs: 1
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// #0: xlv_TEXCOORD0 (high float) 2x1 [-1]
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// uniforms: 5 (total size: 44)
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// #0: _ZBufferParams (high float) 4x1 [-1] loc 0
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// #1: _MainTex_TexelSize (high float) 4x1 [-1] loc 16
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// #2: _Jitter (high float) 1x1 [-1] loc 32
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// #3: _MaxVelocity (high float) 1x1 [-1] loc 36
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// #4: _SoftZDistance (high float) 1x1 [-1] loc 40
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// textures: 5
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// #0: _MainTex (low 2d) 0x0 [-1] loc 0
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// #1: _CameraDepthTexture (high 2d) 0x0 [-1] loc 1
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// #2: _VelTex (low 2d) 0x0 [-1] loc 2
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// #3: _NeighbourMaxTex (low 2d) 0x0 [-1] loc 3
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// #4: _NoiseTex (low 2d) 0x0 [-1] loc 4
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