mirror of
https://github.com/scratchfoundation/bgfx.git
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65 lines
2.1 KiB
Text
65 lines
2.1 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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float4 xlv_TEXCOORD4;
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};
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struct xlatMtlShaderOutput {
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half4 _glesFragData_0 [[color(0)]];
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};
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struct xlatMtlShaderUniform {
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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> unity_Lightmap [[texture(0)]], sampler _mtlsmp_unity_Lightmap [[sampler(0)]]
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, texture2d<half> unity_LightmapInd [[texture(1)]], sampler _mtlsmp_unity_LightmapInd [[sampler(1)]]
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, texture2d<half> _MainTex [[texture(2)]], sampler _mtlsmp__MainTex [[sampler(2)]])
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{
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xlatMtlShaderOutput _mtl_o;
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half4 c_1;
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half3 tmpvar_2;
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half3 tmpvar_3;
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half4 c_4;
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half4 tmpvar_5;
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tmpvar_5 = _MainTex.sample(_mtlsmp__MainTex, (float2)(_mtl_i.xlv_TEXCOORD0));
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c_4 = tmpvar_5;
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tmpvar_2 = c_4.xyz;
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tmpvar_3 = ((c_4.xyz * (half)2.0) - (half)1.0);
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half3x3 tmpvar_6;
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tmpvar_6[0].x = half(0.8164966);
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tmpvar_6[0].y = half(-0.4082483);
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tmpvar_6[0].z = half(-0.4082483);
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tmpvar_6[1].x = half(0.0);
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tmpvar_6[1].y = half(0.7071068);
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tmpvar_6[1].z = half(-0.7071068);
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tmpvar_6[2].x = half(0.5773503);
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tmpvar_6[2].y = half(0.5773503);
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tmpvar_6[2].z = half(0.5773503);
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half3 normal_7;
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normal_7 = tmpvar_3;
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half3 scalePerBasisVector_8;
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half3 lm_9;
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half3 tmpvar_10;
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tmpvar_10 = ((half)2.0 * unity_Lightmap.sample(_mtlsmp_unity_Lightmap, (float2)(_mtl_i.xlv_TEXCOORD4.xy)).xyz);
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lm_9 = tmpvar_10;
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half3 tmpvar_11;
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tmpvar_11 = ((half)2.0 * unity_LightmapInd.sample(_mtlsmp_unity_LightmapInd, (float2)(_mtl_i.xlv_TEXCOORD4.xy)).xyz);
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scalePerBasisVector_8 = tmpvar_11;
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lm_9 = (lm_9 * dot (clamp (
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(tmpvar_6 * normal_7)
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, (half)0.0, (half)1.0), scalePerBasisVector_8));
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c_1.xyz = (tmpvar_2 * lm_9);
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c_1.w = half(1.0);
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_mtl_o._glesFragData_0 = c_1;
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return _mtl_o;
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}
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// stats: 19 alu 3 tex 0 flow
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// inputs: 2
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// #0: xlv_TEXCOORD0 (high float) 2x1 [-1]
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// #1: xlv_TEXCOORD4 (high float) 4x1 [-1]
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// textures: 3
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// #0: unity_Lightmap (low 2d) 0x0 [-1] loc 0
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// #1: unity_LightmapInd (low 2d) 0x0 [-1] loc 1
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// #2: _MainTex (low 2d) 0x0 [-1] loc 2
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