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34 lines
869 B
Text
34 lines
869 B
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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};
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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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half4x4 _LightMatrix;
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float3 _WorldPos;
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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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{
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xlatMtlShaderOutput _mtl_o;
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half4 r_1;
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half3 lightCoord_2;
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float4 tmpvar_3;
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tmpvar_3.w = 1.0;
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tmpvar_3.xyz = _mtl_u._WorldPos;
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float3 tmpvar_4;
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tmpvar_4 = ((float4)(_mtl_u._LightMatrix * (half4)tmpvar_3)).xyz;
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lightCoord_2 = half3(tmpvar_4);
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r_1.xyz = lightCoord_2;
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r_1.w = half(1.0);
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_mtl_o._fragData = r_1;
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return _mtl_o;
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}
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// stats: 3 alu 0 tex 0 flow
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// uniforms: 2 (total size: 48)
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// #0: _LightMatrix (medium float) 4x4 [-1] loc 0
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// #1: _WorldPos (high float) 3x1 [-1] loc 32
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