mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-28 18:45:54 -05:00
101 lines
3.2 KiB
Text
101 lines
3.2 KiB
Text
|
#include <metal_stdlib>
|
||
|
using namespace metal;
|
||
|
struct xlatMtlShaderInput {
|
||
|
float2 xlv_TEXCOORD0;
|
||
|
float3 xlv_TEXCOORD1;
|
||
|
};
|
||
|
struct xlatMtlShaderOutput {
|
||
|
half4 _fragData [[color(0)]];
|
||
|
};
|
||
|
struct xlatMtlShaderUniform {
|
||
|
float4 _LightShadowData;
|
||
|
float4 _LightSplitsFar;
|
||
|
float4 _LightSplitsNear;
|
||
|
float4x4 _View2Shadow;
|
||
|
float4x4 _View2Shadow1;
|
||
|
float4x4 _View2Shadow2;
|
||
|
float4x4 _View2Shadow3;
|
||
|
float4 _ZBufferParams;
|
||
|
};
|
||
|
fragment xlatMtlShaderOutput xlatMtlMain (xlatMtlShaderInput _mtl_i [[stage_in]], constant xlatMtlShaderUniform& _mtl_u [[buffer(0)]]
|
||
|
, texture2d<half> _CameraDepthTexture [[texture(0)]], sampler _mtlsmp__CameraDepthTexture [[sampler(0)]]
|
||
|
, texture2d<half> _ShadowMapTexture [[texture(1)]], sampler _mtlsmp__ShadowMapTexture [[sampler(1)]])
|
||
|
{
|
||
|
xlatMtlShaderOutput _mtl_o;
|
||
|
half4 tmpvar_1;
|
||
|
float4 res_2;
|
||
|
float depth_3;
|
||
|
half4 tmpvar_4;
|
||
|
tmpvar_4 = _CameraDepthTexture.sample(_mtlsmp__CameraDepthTexture, (float2)(_mtl_i.xlv_TEXCOORD0));
|
||
|
depth_3 = float(tmpvar_4.x);
|
||
|
float tmpvar_5;
|
||
|
tmpvar_5 = (1.0/(((_mtl_u._ZBufferParams.x * depth_3) + _mtl_u._ZBufferParams.y)));
|
||
|
depth_3 = tmpvar_5;
|
||
|
float4 tmpvar_6;
|
||
|
tmpvar_6.w = 1.0;
|
||
|
tmpvar_6.xyz = (_mtl_i.xlv_TEXCOORD1 * tmpvar_5);
|
||
|
half shadow_7;
|
||
|
float4 weights_8;
|
||
|
float4 far_9;
|
||
|
float4 near_10;
|
||
|
bool4 tmpvar_11;
|
||
|
tmpvar_11 = bool4((tmpvar_6.zzzz >= _mtl_u._LightSplitsNear));
|
||
|
half4 tmpvar_12;
|
||
|
tmpvar_12 = half4(tmpvar_11);
|
||
|
near_10 = float4(tmpvar_12);
|
||
|
bool4 tmpvar_13;
|
||
|
tmpvar_13 = bool4((tmpvar_6.zzzz < _mtl_u._LightSplitsFar));
|
||
|
half4 tmpvar_14;
|
||
|
tmpvar_14 = half4(tmpvar_13);
|
||
|
far_9 = float4(tmpvar_14);
|
||
|
weights_8 = (near_10 * far_9);
|
||
|
float4 tmpvar_15;
|
||
|
tmpvar_15.w = 1.0;
|
||
|
tmpvar_15.xyz = (((
|
||
|
((_mtl_u._View2Shadow * tmpvar_6).xyz * weights_8.x)
|
||
|
+
|
||
|
((_mtl_u._View2Shadow1 * tmpvar_6).xyz * weights_8.y)
|
||
|
) + (
|
||
|
(_mtl_u._View2Shadow2 * tmpvar_6)
|
||
|
.xyz * weights_8.z)) + ((_mtl_u._View2Shadow3 * tmpvar_6).xyz * weights_8.w));
|
||
|
half4 tmpvar_16;
|
||
|
tmpvar_16 = _ShadowMapTexture.sample(_mtlsmp__ShadowMapTexture, (float2)(tmpvar_15.xy));
|
||
|
float tmpvar_17;
|
||
|
if (((float)tmpvar_16.x < tmpvar_15.z)) {
|
||
|
tmpvar_17 = _mtl_u._LightShadowData.x;
|
||
|
} else {
|
||
|
tmpvar_17 = 1.0;
|
||
|
};
|
||
|
shadow_7 = half(tmpvar_17);
|
||
|
res_2.x = float(shadow_7);
|
||
|
res_2.y = 1.0;
|
||
|
float2 enc_18;
|
||
|
enc_18 = (float2(1.0, 255.0) * (1.0 - tmpvar_5));
|
||
|
float2 tmpvar_19;
|
||
|
tmpvar_19 = fract(enc_18);
|
||
|
enc_18.y = tmpvar_19.y;
|
||
|
enc_18.x = (tmpvar_19.x - (tmpvar_19.y * 0.00392157));
|
||
|
res_2.zw = enc_18;
|
||
|
tmpvar_1 = half4(res_2);
|
||
|
_mtl_o._fragData = tmpvar_1;
|
||
|
return _mtl_o;
|
||
|
}
|
||
|
|
||
|
|
||
|
// stats: 30 alu 2 tex 1 flow
|
||
|
// inputs: 2
|
||
|
// #0: xlv_TEXCOORD0 (high float) 2x1 [-1]
|
||
|
// #1: xlv_TEXCOORD1 (high float) 3x1 [-1]
|
||
|
// uniforms: 8 (total size: 320)
|
||
|
// #0: _LightShadowData (high float) 4x1 [-1] loc 0
|
||
|
// #1: _LightSplitsFar (high float) 4x1 [-1] loc 16
|
||
|
// #2: _LightSplitsNear (high float) 4x1 [-1] loc 32
|
||
|
// #3: _View2Shadow (high float) 4x4 [-1] loc 48
|
||
|
// #4: _View2Shadow1 (high float) 4x4 [-1] loc 112
|
||
|
// #5: _View2Shadow2 (high float) 4x4 [-1] loc 176
|
||
|
// #6: _View2Shadow3 (high float) 4x4 [-1] loc 240
|
||
|
// #7: _ZBufferParams (high float) 4x1 [-1] loc 304
|
||
|
// textures: 2
|
||
|
// #0: _CameraDepthTexture (low 2d) 0x0 [-1] loc 0
|
||
|
// #1: _ShadowMapTexture (low 2d) 0x0 [-1] loc 1
|