mirror of
https://github.com/scratchfoundation/bgfx.git
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99 lines
3.7 KiB
Text
99 lines
3.7 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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float4 _glesVertex [[attribute(0)]];
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half3 _glesNormal [[attribute(1)]];
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float4 _glesMultiTexCoord0 [[attribute(2)]];
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};
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struct xlatMtlShaderOutput {
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float4 gl_Position [[position]];
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half4 xlv_COLOR0;
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float2 xlv_TEXCOORD0;
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};
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struct xlatMtlShaderUniform {
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half4 unity_LightColor[8];
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float4 unity_LightPosition[8];
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half4 unity_LightAtten[8];
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float4x4 glstate_matrix_mvp;
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float4x4 glstate_matrix_modelview0;
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float4x4 glstate_matrix_invtrans_modelview0;
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float4 glstate_lightmodel_ambient;
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half4 _Color;
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};
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vertex xlatMtlShaderOutput xlatMtlMain (xlatMtlShaderInput _mtl_i [[stage_in]], constant xlatMtlShaderUniform& _mtl_u [[buffer(0)]])
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{
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xlatMtlShaderOutput _mtl_o;
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float3 tmpvar_1;
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tmpvar_1 = _mtl_i._glesVertex.xyz;
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float3 n_2;
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n_2 = float3(_mtl_i._glesNormal);
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half4 tmpvar_3;
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float4 tmpvar_4;
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tmpvar_4.w = 1.0;
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tmpvar_4.xyz = tmpvar_1;
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float3 lightColor_5;
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float3 viewN_6;
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float3 viewpos_7;
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float4 tmpvar_8;
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tmpvar_8.w = 1.0;
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tmpvar_8.xyz = tmpvar_1;
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viewpos_7 = (_mtl_u.glstate_matrix_modelview0 * tmpvar_8).xyz;
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float3x3 tmpvar_9;
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tmpvar_9[0] = _mtl_u.glstate_matrix_invtrans_modelview0[0].xyz;
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tmpvar_9[1] = _mtl_u.glstate_matrix_invtrans_modelview0[1].xyz;
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tmpvar_9[2] = _mtl_u.glstate_matrix_invtrans_modelview0[2].xyz;
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viewN_6 = (tmpvar_9 * n_2);
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float3 tmpvar_10;
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tmpvar_10 = (_mtl_u.unity_LightPosition[0].xyz - (viewpos_7 * _mtl_u.unity_LightPosition[0].w));
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lightColor_5 = (_mtl_u.glstate_lightmodel_ambient.xyz + ((float3)_mtl_u.unity_LightColor[0].xyz * (
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max (0.0, dot (viewN_6, normalize(tmpvar_10)))
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*
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(1.0/((1.0 + (dot (tmpvar_10, tmpvar_10) * (float)_mtl_u.unity_LightAtten[0].z))))
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)));
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float3 tmpvar_11;
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tmpvar_11 = (_mtl_u.unity_LightPosition[1].xyz - (viewpos_7 * _mtl_u.unity_LightPosition[1].w));
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lightColor_5 = (lightColor_5 + ((float3)_mtl_u.unity_LightColor[1].xyz * (
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max (0.0, dot (viewN_6, normalize(tmpvar_11)))
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*
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(1.0/((1.0 + (dot (tmpvar_11, tmpvar_11) * (float)_mtl_u.unity_LightAtten[1].z))))
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)));
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float3 tmpvar_12;
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tmpvar_12 = (_mtl_u.unity_LightPosition[2].xyz - (viewpos_7 * _mtl_u.unity_LightPosition[2].w));
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lightColor_5 = (lightColor_5 + ((float3)_mtl_u.unity_LightColor[2].xyz * (
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max (0.0, dot (viewN_6, normalize(tmpvar_12)))
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*
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(1.0/((1.0 + (dot (tmpvar_12, tmpvar_12) * (float)_mtl_u.unity_LightAtten[2].z))))
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)));
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float3 tmpvar_13;
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tmpvar_13 = (_mtl_u.unity_LightPosition[3].xyz - (viewpos_7 * _mtl_u.unity_LightPosition[3].w));
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lightColor_5 = (lightColor_5 + ((float3)_mtl_u.unity_LightColor[3].xyz * (
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max (0.0, dot (viewN_6, normalize(tmpvar_13)))
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*
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(1.0/((1.0 + (dot (tmpvar_13, tmpvar_13) * (float)_mtl_u.unity_LightAtten[3].z))))
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)));
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float4 tmpvar_14;
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tmpvar_14.w = 1.0;
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tmpvar_14.xyz = ((lightColor_5 * (float3)_mtl_u._Color.xyz) * 2.0);
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tmpvar_3 = half4(tmpvar_14);
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_mtl_o.gl_Position = (_mtl_u.glstate_matrix_mvp * tmpvar_4);
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_mtl_o.xlv_COLOR0 = tmpvar_3;
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_mtl_o.xlv_TEXCOORD0 = _mtl_i._glesMultiTexCoord0.xy;
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return _mtl_o;
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}
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// stats: 56 alu 0 tex 0 flow
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// inputs: 3
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// #0: _glesVertex (high float) 4x1 [-1] loc 0
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// #1: _glesNormal (medium float) 3x1 [-1] loc 1
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// #2: _glesMultiTexCoord0 (high float) 4x1 [-1] loc 2
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// uniforms: 8 (total size: 472)
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// #0: unity_LightColor (medium float) 4x1 [8] loc 0
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// #1: unity_LightPosition (high float) 4x1 [8] loc 64
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// #2: unity_LightAtten (medium float) 4x1 [8] loc 192
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// #3: glstate_matrix_mvp (high float) 4x4 [-1] loc 256
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// #4: glstate_matrix_modelview0 (high float) 4x4 [-1] loc 320
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// #5: glstate_matrix_invtrans_modelview0 (high float) 4x4 [-1] loc 384
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// #6: glstate_lightmodel_ambient (high float) 4x1 [-1] loc 448
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// #7: _Color (medium float) 4x1 [-1] loc 464
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