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99 lines
3.5 KiB
Text
99 lines
3.5 KiB
Text
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#include <metal_stdlib>
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using namespace metal;
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struct xlatMtlShaderInput {
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float2 xlv_TEXCOORD0;
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float3 xlv_TEXCOORD1;
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float3 xlv_TEXCOORD2;
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float3 xlv_TEXCOORD3;
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float3 xlv_TEXCOORD4;
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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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half4 UNITY_LIGHTMODEL_AMBIENT;
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half _Cutoff;
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half4 _SpecColor;
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float4 _TerrainTreeLightColors[4];
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half3 _TranslucencyColor;
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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> _BumpSpecMap [[texture(0)]], sampler _mtlsmp__BumpSpecMap [[sampler(0)]]
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, texture2d<half> _MainTex [[texture(1)]], sampler _mtlsmp__MainTex [[sampler(1)]]
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, texture2d<half> _TranslucencyMap [[texture(2)]], sampler _mtlsmp__TranslucencyMap [[sampler(2)]])
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{
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xlatMtlShaderOutput _mtl_o;
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half4 c_1;
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half nh_2;
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half nl_3;
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half3 lightColor_4;
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half3 backContribs_5;
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half3 light_6;
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half gloss_7;
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half specular_8;
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half3 albedo_9;
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half4 tmpvar_10;
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tmpvar_10 = _MainTex.sample(_mtlsmp__MainTex, (float2)(_mtl_i.xlv_TEXCOORD0));
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half x_11;
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x_11 = (tmpvar_10.w - _mtl_u._Cutoff);
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if ((x_11 < (half)0.0)) {
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discard_fragment();
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};
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albedo_9 = half3(((float3)tmpvar_10.xyz * _mtl_i.xlv_TEXCOORD1));
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half4 tmpvar_12;
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tmpvar_12 = _BumpSpecMap.sample(_mtlsmp__BumpSpecMap, (float2)(_mtl_i.xlv_TEXCOORD0));
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specular_8 = (tmpvar_12.x * (half)128.0);
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half4 tmpvar_13;
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tmpvar_13 = _TranslucencyMap.sample(_mtlsmp__TranslucencyMap, (float2)(_mtl_i.xlv_TEXCOORD0));
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gloss_7 = tmpvar_13.w;
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light_6 = (_mtl_u.UNITY_LIGHTMODEL_AMBIENT.xyz * albedo_9);
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backContribs_5 = half3((_mtl_i.xlv_TEXCOORD2 * (float)tmpvar_13.z));
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lightColor_4 = half3(_mtl_u._TerrainTreeLightColors[0].xyz);
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nl_3 = half(_mtl_i.xlv_TEXCOORD3.x);
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nh_2 = half(_mtl_i.xlv_TEXCOORD4.x);
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light_6 = (light_6 + ((
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(albedo_9 * ((backContribs_5.x * _mtl_u._TranslucencyColor) + nl_3))
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+
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(_mtl_u._SpecColor.xyz * (pow (nh_2, specular_8) * gloss_7))
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) * lightColor_4));
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lightColor_4 = half3(_mtl_u._TerrainTreeLightColors[1].xyz);
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nl_3 = half(_mtl_i.xlv_TEXCOORD3.y);
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nh_2 = half(_mtl_i.xlv_TEXCOORD4.y);
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light_6 = (light_6 + ((
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(albedo_9 * ((backContribs_5.y * _mtl_u._TranslucencyColor) + nl_3))
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+
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(_mtl_u._SpecColor.xyz * (pow (nh_2, specular_8) * gloss_7))
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) * lightColor_4));
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lightColor_4 = half3(_mtl_u._TerrainTreeLightColors[2].xyz);
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nl_3 = half(_mtl_i.xlv_TEXCOORD3.z);
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nh_2 = half(_mtl_i.xlv_TEXCOORD4.z);
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light_6 = (light_6 + ((
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(albedo_9 * ((backContribs_5.z * _mtl_u._TranslucencyColor) + nl_3))
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+
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(_mtl_u._SpecColor.xyz * (pow (nh_2, specular_8) * gloss_7))
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) * lightColor_4));
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c_1.xyz = (light_6 * (half)2.0);
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c_1.w = half(1.0);
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_mtl_o._fragData = c_1;
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return _mtl_o;
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}
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// stats: 35 alu 4 tex 1 flow
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// inputs: 5
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// #0: xlv_TEXCOORD0 (high float) 2x1 [-1]
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// #1: xlv_TEXCOORD1 (high float) 3x1 [-1]
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// #2: xlv_TEXCOORD2 (high float) 3x1 [-1]
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// #3: xlv_TEXCOORD3 (high float) 3x1 [-1]
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// #4: xlv_TEXCOORD4 (high float) 3x1 [-1]
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// uniforms: 5 (total size: 104)
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// #0: UNITY_LIGHTMODEL_AMBIENT (low float) 4x1 [-1] loc 0
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// #1: _Cutoff (low float) 1x1 [-1] loc 8
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// #2: _SpecColor (low float) 4x1 [-1] loc 16
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// #3: _TerrainTreeLightColors (high float) 4x1 [4] loc 32
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// #4: _TranslucencyColor (low float) 3x1 [-1] loc 96
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// textures: 3
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// #0: _BumpSpecMap (low 2d) 0x0 [-1] loc 0
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// #1: _MainTex (low 2d) 0x0 [-1] loc 1
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// #2: _TranslucencyMap (low 2d) 0x0 [-1] loc 2
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