#include using namespace metal; constant float3 _xlat_mtl_const1[8] = {float3(0.0130572, 0.587232, -0.119337), float3(0.323078, 0.0220727, -0.418873), float3(-0.310725, -0.191367, 0.0561369), float3(-0.479646, 0.0939877, -0.580265), float3(0.139999, -0.33577, 0.559679), float3(-0.248458, 0.255532, 0.348944), float3(0.18719, -0.702764, -0.231748), float3(0.884915, 0.284208, 0.368524)}; struct xlatMtlShaderInput { float2 xlv_TEXCOORD0; float2 xlv_TEXCOORD1; }; struct xlatMtlShaderOutput { half4 _glesFragData_0 [[color(0)]]; }; struct xlatMtlShaderUniform { float4 _ProjectionParams; float4 _Params; }; fragment xlatMtlShaderOutput xlatMtlMain (xlatMtlShaderInput _mtl_i [[stage_in]], constant xlatMtlShaderUniform& _mtl_u [[buffer(0)]] , texture2d _CameraDepthNormalsTexture [[texture(0)]], sampler _mtlsmp__CameraDepthNormalsTexture [[sampler(0)]] , texture2d _RandomTexture [[texture(1)]], sampler _mtlsmp__RandomTexture [[sampler(1)]]) { xlatMtlShaderOutput _mtl_o; half tmpvar_1; float2 tmpvar_2; tmpvar_2 = _mtl_i.xlv_TEXCOORD0; float occ_4; float scale_5; float depth_6; float3 viewNorm_7; half3 randN_8; half3 tmpvar_9; tmpvar_9 = ((_RandomTexture.sample(_mtlsmp__RandomTexture, (float2)(_mtl_i.xlv_TEXCOORD1)).xyz * (half)2.0) - (half)1.0); randN_8 = tmpvar_9; float4 tmpvar_10; tmpvar_10 = float4(_CameraDepthNormalsTexture.sample(_mtlsmp__CameraDepthNormalsTexture, (float2)(_mtl_i.xlv_TEXCOORD0))); float3 n_11; float3 tmpvar_12; tmpvar_12 = ((tmpvar_10.xyz * float3(3.5554, 3.5554, 0.0)) + float3(-1.7777, -1.7777, 1.0)); float tmpvar_13; tmpvar_13 = (2.0 / dot (tmpvar_12, tmpvar_12)); n_11.xy = (tmpvar_13 * tmpvar_12.xy); n_11.z = (tmpvar_13 - 1.0); viewNorm_7 = n_11; depth_6 = (dot (tmpvar_10.zw, float2(1.0, 0.00392157)) * _mtl_u._ProjectionParams.z); scale_5 = (_mtl_u._Params.x / depth_6); occ_4 = 0.0; for (int s_3 = 0; s_3 < 8; s_3++) { half3 randomDir_14; float3 tmpvar_15; float3 I_16; I_16 = _xlat_mtl_const1[s_3]; tmpvar_15 = (I_16 - (float3)((half)2.0 * ((half3)( dot ((float3)randN_8, I_16) * (float3)randN_8)))); randomDir_14 = half3(tmpvar_15); float tmpvar_17; tmpvar_17 = dot (viewNorm_7, (float3)randomDir_14); float tmpvar_18; if ((tmpvar_17 < 0.0)) { tmpvar_18 = 1.0; } else { tmpvar_18 = -1.0; }; randomDir_14 = (randomDir_14 * ((half)-(tmpvar_18))); randomDir_14 = half3(((float3)randomDir_14 + (viewNorm_7 * 0.3))); float4 tmpvar_19; tmpvar_19 = float4(_CameraDepthNormalsTexture.sample(_mtlsmp__CameraDepthNormalsTexture, (float2)((tmpvar_2 + ((float2)randomDir_14.xy * scale_5))))); float tmpvar_20; tmpvar_20 = clamp (((depth_6 - ((float)randomDir_14.z * _mtl_u._Params.x) ) - ( dot (tmpvar_19.zw, float2(1.0, 0.00392157)) * _mtl_u._ProjectionParams.z)), 0.0, 1.0); if ((tmpvar_20 > _mtl_u._Params.y)) { occ_4 = (occ_4 + pow ((1.0 - tmpvar_20), _mtl_u._Params.z)); }; }; occ_4 = (occ_4 / 8.0); tmpvar_1 = half((1.0 - occ_4)); _mtl_o._glesFragData_0 = half4(tmpvar_1); return _mtl_o; } // stats: 41 alu 3 tex 4 flow // inputs: 2 // #0: xlv_TEXCOORD0 (high float) 2x1 [-1] // #1: xlv_TEXCOORD1 (high float) 2x1 [-1] // uniforms: 2 (total size: 32) // #0: _ProjectionParams (high float) 4x1 [-1] loc 0 // #1: _Params (high float) 4x1 [-1] loc 16 // textures: 2 // #0: _CameraDepthNormalsTexture (high 2d) 0x0 [-1] loc 0 // #1: _RandomTexture (low 2d) 0x0 [-1] loc 1