#include using namespace metal; struct xlatMtlShaderInput { float4 _inVertex [[attribute(0)]]; half3 _inNormal [[attribute(1)]]; float4 _uv0 [[attribute(2)]]; float4 _uv1 [[attribute(3)]]; half4 _color [[attribute(4)]]; }; struct xlatMtlShaderOutput { float4 xlv_SV_POSITION; float2 xlv_TEXCOORD0; half4 xlv_TEXCOORD1; }; struct xlatMtlShaderUniform { float _Bias; float _BlinkingTimeOffsScale; float4 _Color; float _FadeOutDistFar; float _FadeOutDistNear; float _MaxGrowSize; float _Multiplier; float _NoiseAmount; float _SizeGrowEndDist; float _SizeGrowStartDist; float4 _Time; float _TimeOffDuration; float _TimeOnDuration; float _VerticalBillboarding; float4x4 _World2Object; float3 _WorldSpaceCameraPos; float4x4 glstate_matrix_mvp; }; vertex xlatMtlShaderOutput xlatMtlMain (xlatMtlShaderInput _mtl_i [[stage_in]], constant xlatMtlShaderUniform& _mtl_u [[buffer(0)]]) { xlatMtlShaderOutput _mtl_o; float3 tmpvar_1; float4 tmpvar_2; tmpvar_1 = float3(_mtl_i._inNormal); tmpvar_2 = float4(_mtl_i._color); half4 tmpvar_3; float noiseWave_4; float noiseTime_5; float wave_6; float time_7; float3 BBLocalPos_8; float3 localDir_9; float3 centerLocal_10; float3 centerOffs_11; float3 tmpvar_12; tmpvar_12.z = 0.0; tmpvar_12.xy = (float2(0.5, 0.5) - tmpvar_2.xy); centerOffs_11 = (tmpvar_12 * _mtl_i._uv1.xyy); centerLocal_10 = (_mtl_i._inVertex.xyz + centerOffs_11); float4 tmpvar_13; tmpvar_13.w = 1.0; tmpvar_13.xyz = _mtl_u._WorldSpaceCameraPos; localDir_9 = ((_mtl_u._World2Object * tmpvar_13).xyz - centerLocal_10); localDir_9.y = (localDir_9.y * _mtl_u._VerticalBillboarding); float tmpvar_14; tmpvar_14 = sqrt(dot (localDir_9, localDir_9)); float3 dir_15; dir_15 = (localDir_9 / tmpvar_14); float tmpvar_16; tmpvar_16 = abs(dir_15.y); float3 tmpvar_17; if ((tmpvar_16 > 0.999)) { tmpvar_17 = float3(0.0, 0.0, 1.0); } else { tmpvar_17 = float3(0.0, 1.0, 0.0); }; float3 tmpvar_18; tmpvar_18 = normalize(((tmpvar_17.yzx * dir_15.zxy) - (tmpvar_17.zxy * dir_15.yzx))); float3 tmpvar_19; tmpvar_19 = ((dir_15.yzx * tmpvar_18.zxy) - (dir_15.zxy * tmpvar_18.yzx)); float tmpvar_20; tmpvar_20 = min ((max ( (tmpvar_14 - _mtl_u._SizeGrowStartDist) , 0.0) / _mtl_u._SizeGrowEndDist), 1.0); BBLocalPos_8 = ((centerLocal_10 - ( (tmpvar_18 * centerOffs_11.x) + (tmpvar_19 * centerOffs_11.y) )) + (( (tmpvar_18 * tmpvar_1.x) + (tmpvar_19 * tmpvar_1.y) ) * ( (tmpvar_20 * tmpvar_20) * (_mtl_u._MaxGrowSize * tmpvar_2.w) ))); time_7 = (_mtl_u._Time.y + (_mtl_u._BlinkingTimeOffsScale * tmpvar_2.z)); float y_21; y_21 = (_mtl_u._TimeOnDuration + _mtl_u._TimeOffDuration); float tmpvar_22; tmpvar_22 = (time_7 / y_21); float tmpvar_23; tmpvar_23 = (fract(abs(tmpvar_22)) * y_21); float tmpvar_24; if ((tmpvar_22 >= 0.0)) { tmpvar_24 = tmpvar_23; } else { tmpvar_24 = -(tmpvar_23); }; float tmpvar_25; tmpvar_25 = clamp ((tmpvar_24 / (_mtl_u._TimeOnDuration * 0.25)), 0.0, 1.0); float edge0_26; edge0_26 = (_mtl_u._TimeOnDuration * 0.75); float tmpvar_27; tmpvar_27 = clamp (((tmpvar_24 - edge0_26) / (_mtl_u._TimeOnDuration - edge0_26)), 0.0, 1.0); wave_6 = ((tmpvar_25 * (tmpvar_25 * (3.0 - (2.0 * tmpvar_25)) )) * (1.0 - (tmpvar_27 * (tmpvar_27 * (3.0 - (2.0 * tmpvar_27))) ))); noiseTime_5 = (time_7 * (6.28319 / _mtl_u._TimeOnDuration)); noiseWave_4 = ((_mtl_u._NoiseAmount * ( sin(noiseTime_5) * ((0.5 * cos(( (noiseTime_5 * 0.6366) + 56.7272))) + 0.5) )) + (1.0 - _mtl_u._NoiseAmount)); float tmpvar_28; if ((_mtl_u._NoiseAmount < 0.01)) { tmpvar_28 = wave_6; } else { tmpvar_28 = noiseWave_4; }; wave_6 = (tmpvar_28 + _mtl_u._Bias); float4 tmpvar_29; tmpvar_29.w = 1.0; tmpvar_29.xyz = BBLocalPos_8; float ffadeout_30; float nfadeout_31; float tmpvar_32; tmpvar_32 = clamp ((tmpvar_14 / _mtl_u._FadeOutDistNear), 0.0, 1.0); ffadeout_30 = (1.0 - clamp (( max ((tmpvar_14 - _mtl_u._FadeOutDistFar), 0.0) * 0.2), 0.0, 1.0)); ffadeout_30 = (ffadeout_30 * ffadeout_30); nfadeout_31 = (tmpvar_32 * tmpvar_32); nfadeout_31 = (nfadeout_31 * nfadeout_31); nfadeout_31 = (nfadeout_31 * ffadeout_30); tmpvar_3 = half4(((nfadeout_31 * _mtl_u._Color) * (_mtl_u._Multiplier * wave_6))); _mtl_o.xlv_SV_POSITION = (_mtl_u.glstate_matrix_mvp * tmpvar_29); _mtl_o.xlv_TEXCOORD0 = _mtl_i._uv0.xy; _mtl_o.xlv_TEXCOORD1 = tmpvar_3; return _mtl_o; } // stats: 95 alu 0 tex 3 flow // inputs: 5 // #0: _inVertex (high float) 4x1 [-1] loc 0 // #1: _inNormal (medium float) 3x1 [-1] loc 1 // #2: _uv0 (high float) 4x1 [-1] loc 2 // #3: _uv1 (high float) 4x1 [-1] loc 3 // #4: _color (low float) 4x1 [-1] loc 4 // uniforms: 17 (total size: 240) // #0: _Bias (high float) 1x1 [-1] loc 0 // #1: _BlinkingTimeOffsScale (high float) 1x1 [-1] loc 4 // #2: _Color (high float) 4x1 [-1] loc 16 // #3: _FadeOutDistFar (high float) 1x1 [-1] loc 32 // #4: _FadeOutDistNear (high float) 1x1 [-1] loc 36 // #5: _MaxGrowSize (high float) 1x1 [-1] loc 40 // #6: _Multiplier (high float) 1x1 [-1] loc 44 // #7: _NoiseAmount (high float) 1x1 [-1] loc 48 // #8: _SizeGrowEndDist (high float) 1x1 [-1] loc 52 // #9: _SizeGrowStartDist (high float) 1x1 [-1] loc 56 // #10: _Time (high float) 4x1 [-1] loc 64 // #11: _TimeOffDuration (high float) 1x1 [-1] loc 80 // #12: _TimeOnDuration (high float) 1x1 [-1] loc 84 // #13: _VerticalBillboarding (high float) 1x1 [-1] loc 88 // #14: _World2Object (high float) 4x4 [-1] loc 96 // #15: _WorldSpaceCameraPos (high float) 3x1 [-1] loc 160 // #16: glstate_matrix_mvp (high float) 4x4 [-1] loc 176