mirror of
https://github.com/scratchfoundation/bgfx.git
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84 lines
2.8 KiB
Text
84 lines
2.8 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 attrVertex [[attribute(0)]];
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half3 attrNormal [[attribute(1)]];
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half4 attrTangent [[attribute(2)]];
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};
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struct xlatMtlShaderOutput {
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float4 gl_Position [[position]];
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half3 varWorldN;
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half3 varLightDir;
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half3 varViewDir;
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};
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struct xlatMtlShaderUniform {
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float4x4 glstate_matrix_mvp;
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float4x4 _Object2World;
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float4x4 _World2Object;
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float3 _WorldSpaceCameraPos;
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half4 _WorldSpaceLightPos0;
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float4 unity_Scale;
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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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half3 lightDir_1;
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float3 worldN_2;
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half3 tmpvar_3;
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half3 tmpvar_4;
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half3 tmpvar_5;
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float3x3 tmpvar_6;
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tmpvar_6[0] = _mtl_u._Object2World[0].xyz;
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tmpvar_6[1] = _mtl_u._Object2World[1].xyz;
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tmpvar_6[2] = _mtl_u._Object2World[2].xyz;
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half3 tmpvar_7;
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tmpvar_7 = ((half3)(tmpvar_6 * (float3)_mtl_i.attrNormal));
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worldN_2 = float3(tmpvar_7);
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tmpvar_5 = half3(worldN_2);
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half3 tmpvar_8;
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half3 tmpvar_9;
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tmpvar_8 = _mtl_i.attrTangent.xyz;
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tmpvar_9 = (((_mtl_i.attrNormal.yzx * _mtl_i.attrTangent.zxy) - (_mtl_i.attrNormal.zxy * _mtl_i.attrTangent.yzx)) * _mtl_i.attrTangent.w);
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half3x3 tmpvar_10;
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tmpvar_10[0].x = tmpvar_8.x;
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tmpvar_10[0].y = tmpvar_9.x;
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tmpvar_10[0].z = _mtl_i.attrNormal.x;
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tmpvar_10[1].x = tmpvar_8.y;
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tmpvar_10[1].y = tmpvar_9.y;
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tmpvar_10[1].z = _mtl_i.attrNormal.y;
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tmpvar_10[2].x = tmpvar_8.z;
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tmpvar_10[2].y = tmpvar_9.z;
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tmpvar_10[2].z = _mtl_i.attrNormal.z;
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float3 tmpvar_11;
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tmpvar_11 = ((float3)(tmpvar_10 * (half3)(_mtl_u._World2Object * (float4)_mtl_u._WorldSpaceLightPos0).xyz));
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lightDir_1 = half3(tmpvar_11);
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tmpvar_3 = lightDir_1;
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float4 tmpvar_12;
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tmpvar_12.w = 1.0;
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tmpvar_12.xyz = _mtl_u._WorldSpaceCameraPos;
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float3 tmpvar_13;
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tmpvar_13 = normalize(((float3)lightDir_1 + normalize(
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((float3)(tmpvar_10 * (half3)(((_mtl_u._World2Object * tmpvar_12).xyz * _mtl_u.unity_Scale.w) - _mtl_i.attrVertex.xyz)))
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)));
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tmpvar_4 = half3(tmpvar_13);
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_mtl_o.gl_Position = (_mtl_u.glstate_matrix_mvp * _mtl_i.attrVertex);
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_mtl_o.varWorldN = tmpvar_5;
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_mtl_o.varLightDir = tmpvar_3;
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_mtl_o.varViewDir = tmpvar_4;
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return _mtl_o;
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}
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// stats: 16 alu 0 tex 0 flow
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// inputs: 3
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// #0: attrVertex (high float) 4x1 [-1] loc 0
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// #1: attrNormal (medium float) 3x1 [-1] loc 1
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// #2: attrTangent (medium float) 4x1 [-1] loc 2
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// uniforms: 6 (total size: 240)
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// #0: glstate_matrix_mvp (high float) 4x4 [-1] loc 0
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// #1: _Object2World (high float) 4x4 [-1] loc 64
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// #2: _World2Object (high float) 4x4 [-1] loc 128
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// #3: _WorldSpaceCameraPos (high float) 3x1 [-1] loc 192
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// #4: _WorldSpaceLightPos0 (low float) 4x1 [-1] loc 208
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// #5: unity_Scale (high float) 4x1 [-1] loc 224
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