#include using namespace metal; constexpr sampler _mtl_xl_shadow_sampler(address::clamp_to_edge, filter::linear, compare_func::less); struct xlatMtlShaderInput { float4 uv; }; struct xlatMtlShaderOutput { half4 _fragData [[color(0)]]; }; struct xlatMtlShaderUniform { }; fragment xlatMtlShaderOutput xlatMtlMain (xlatMtlShaderInput _mtl_i [[stage_in]], constant xlatMtlShaderUniform& _mtl_u [[buffer(0)]] , texture2d tex [[texture(0)]], sampler _mtlsmp_tex [[sampler(0)]] , depth2d shadowmap [[texture(1)]], sampler _mtlsmp_shadowmap [[sampler(1)]]) { xlatMtlShaderOutput _mtl_o; half4 c_1; c_1 = (tex.sample(_mtlsmp_tex, ((float2)(_mtl_i.uv).xy / (float)(_mtl_i.uv).w)) + tex.sample(_mtlsmp_tex, ((float2)(_mtl_i.uv.xyz).xy / (float)(_mtl_i.uv.xyz).z))); c_1 = (c_1 + tex.sample(_mtlsmp_tex, ((float2)(_mtl_i.uv).xy / (float)(_mtl_i.uv).w), level(1.0))); c_1 = (c_1 + tex.sample(_mtlsmp_tex, ((float2)(_mtl_i.uv.xyz).xy / (float)(_mtl_i.uv.xyz).z), level(1.0))); c_1 = (c_1 + half4(shadowmap.sample_compare(_mtl_xl_shadow_sampler, (float2)(_mtl_i.uv.xyz).xy, (float)(_mtl_i.uv.xyz).z))); c_1 = (c_1 + half4(shadowmap.sample_compare(_mtl_xl_shadow_sampler, (float2)(_mtl_i.uv).xy / (float)(_mtl_i.uv).w, (float)(_mtl_i.uv).z / (float)(_mtl_i.uv).w))); _mtl_o._fragData = c_1; return _mtl_o; } // stats: 5 alu 6 tex 0 flow // inputs: 1 // #0: uv (high float) 4x1 [-1] // textures: 2 // #0: tex (low 2d) 0x0 [-1] loc 0 // #1: shadowmap (low 2dshadow) 0x0 [-1] loc 1