#include using namespace metal; struct xlatMtlShaderInput { half2 xlv_TEXCOORD0; half3 xlv_TEXCOORD1; half3 xlv_TEXCOORD2; half3 xlv_TEXCOORD3; }; struct xlatMtlShaderOutput { half4 _fragData [[color(0)]]; }; struct xlatMtlShaderUniform { half4 _LightColor0; half _Shininess; }; fragment xlatMtlShaderOutput xlatMtlMain (xlatMtlShaderInput _mtl_i [[stage_in]], constant xlatMtlShaderUniform& _mtl_u [[buffer(0)]] , texture2d _BumpMap [[texture(0)]], sampler _mtlsmp__BumpMap [[sampler(0)]] , texture2d _MainTex [[texture(1)]], sampler _mtlsmp__MainTex [[sampler(1)]]) { xlatMtlShaderOutput _mtl_o; half4 c_1; half4 tmpvar_2; tmpvar_2 = _MainTex.sample(_mtlsmp__MainTex, (float2)(_mtl_i.xlv_TEXCOORD0)); half3 tmpvar_3; tmpvar_3 = ((_BumpMap.sample(_mtlsmp__BumpMap, (float2)(_mtl_i.xlv_TEXCOORD0)).xyz * (half)2.0) - (half)1.0); half3 halfDir_4; halfDir_4 = _mtl_i.xlv_TEXCOORD1; half4 c_5; half spec_6; half tmpvar_7; tmpvar_7 = max ((half)0.0, dot (tmpvar_3, halfDir_4)); half tmpvar_8; tmpvar_8 = pow (tmpvar_7, (_mtl_u._Shininess * (half)128.0)); spec_6 = (tmpvar_8 * tmpvar_2.w); c_5.xyz = ((( (tmpvar_2.xyz * max ((half)0.0, dot (tmpvar_3, _mtl_i.xlv_TEXCOORD2))) + spec_6) * _mtl_u._LightColor0.xyz) * (half)2.0); c_5.w = half(0.0); c_1.w = c_5.w; c_1.xyz = (c_5.xyz + (tmpvar_2.xyz * _mtl_i.xlv_TEXCOORD3)); _mtl_o._fragData = c_1; return _mtl_o; } // stats: 16 alu 2 tex 0 flow // inputs: 4 // #0: xlv_TEXCOORD0 (medium float) 2x1 [-1] // #1: xlv_TEXCOORD1 (medium float) 3x1 [-1] // #2: xlv_TEXCOORD2 (low float) 3x1 [-1] // #3: xlv_TEXCOORD3 (low float) 3x1 [-1] // uniforms: 2 (total size: 10) // #0: _LightColor0 (low float) 4x1 [-1] loc 0 // #1: _Shininess (medium float) 1x1 [-1] loc 8 // textures: 2 // #0: _BumpMap (low 2d) 0x0 [-1] loc 0 // #1: _MainTex (low 2d) 0x0 [-1] loc 1