#include using namespace metal; struct xlatMtlShaderInput { float2 xlv_TEXCOORD0; }; struct xlatMtlShaderOutput { half4 _glesFragData_0 [[color(0)]]; }; struct xlatMtlShaderUniform { float _RangeScale; }; fragment xlatMtlShaderOutput xlatMtlMain (xlatMtlShaderInput _mtl_i [[stage_in]], constant xlatMtlShaderUniform& _mtl_u [[buffer(0)]] , texture2d _MainTex [[texture(0)]], sampler _mtlsmp__MainTex [[sampler(0)]] , texture2d _Curve [[texture(1)]], sampler _mtlsmp__Curve [[sampler(1)]]) { xlatMtlShaderOutput _mtl_o; float newLum_1; float3 cie_2; float4 color_3; half4 tmpvar_4; tmpvar_4 = _MainTex.sample(_mtlsmp__MainTex, (float2)(_mtl_i.xlv_TEXCOORD0)); color_3 = float4(tmpvar_4); float3 Yxy_5; float3 tmpvar_6; tmpvar_6 = (float3x3(float3(0.514136, 0.265068, 0.0241188), float3(0.323879, 0.670234, 0.122818), float3(0.160364, 0.0640916, 0.844427)) * color_3.xyz); Yxy_5.x = tmpvar_6.y; Yxy_5.yz = (tmpvar_6.xy / dot (float3(1.0, 1.0, 1.0), tmpvar_6)); cie_2.yz = Yxy_5.yz; float2 tmpvar_7; tmpvar_7.y = 0.5; tmpvar_7.x = (tmpvar_6.y * _mtl_u._RangeScale); half tmpvar_8; tmpvar_8 = _Curve.sample(_mtlsmp__Curve, (float2)(tmpvar_7)).x; newLum_1 = float(tmpvar_8); cie_2.x = newLum_1; float3 XYZ_9; XYZ_9.x = ((newLum_1 * Yxy_5.y) / Yxy_5.z); XYZ_9.y = cie_2.x; XYZ_9.z = ((newLum_1 * ( (1.0 - Yxy_5.y) - Yxy_5.z)) / Yxy_5.z); color_3.xyz = (float3x3(float3(2.5651, -1.0217, 0.0753), float3(-1.1665, 1.9777, -0.2543), float3(-0.3986, 0.0439, 1.1892)) * XYZ_9); _mtl_o._glesFragData_0 = half4(color_3); return _mtl_o; } // stats: 12 alu 2 tex 0 flow // inputs: 1 // #0: xlv_TEXCOORD0 (high float) 2x1 [-1] // uniforms: 1 (total size: 4) // #0: _RangeScale (high float) 1x1 [-1] loc 0 // textures: 2 // #0: _MainTex (low 2d) 0x0 [-1] loc 0 // #1: _Curve (low 2d) 0x0 [-1] loc 1