mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-29 11:05:36 -05:00
85 lines
2.3 KiB
Text
85 lines
2.3 KiB
Text
#include <metal_stdlib>
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using namespace metal;
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struct xlatMtlShaderInput {
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float4 _glesVertex [[attribute(0)]];
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float3 _glesNormal [[attribute(1)]];
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};
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struct xlatMtlShaderOutput {
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float4 gl_Position [[position]];
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half4 xlv_COLOR0;
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};
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struct xlatMtlShaderUniform {
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half4 unity_LightColor[8];
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float4 unity_LightPosition[8];
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int4 unity_VertexLightParams;
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};
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vertex xlatMtlShaderOutput xlatMtlMain (xlatMtlShaderInput _mtl_i [[stage_in]], constant xlatMtlShaderUniform& _mtl_u [[buffer(0)]])
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{
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xlatMtlShaderOutput _mtl_o;
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float3 tmpvar_1;
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tmpvar_1 = _mtl_i._glesVertex.xyz;
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int j_2;
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int j_3;
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int il_4;
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half3 lcolor_5;
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half3 eyeNormal_6;
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half4 color_7;
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half4 tmpvar_8;
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color_7 = half4(float4(0.0, 0.0, 0.0, 1.1));
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eyeNormal_6 = half3(_mtl_i._glesNormal);
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lcolor_5 = half3(float3(0.0, 0.0, 0.0));
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il_4 = 0;
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while (true) {
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float tmpvar_9;
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tmpvar_9 = min (8.0, float(_mtl_u.unity_VertexLightParams.x));
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if ((float(il_4) >= tmpvar_9)) {
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break;
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};
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float3 tmpvar_10;
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tmpvar_10 = _mtl_u.unity_LightPosition[il_4].xyz;
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half3 dirToLight_11;
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dirToLight_11 = half3(tmpvar_10);
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lcolor_5 = (lcolor_5 + min ((
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(max (dot (eyeNormal_6, dirToLight_11), (half)0.0) * _mtl_u.unity_LightColor[il_4].xyz)
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* (half)0.5), (half3)float3(1.0, 1.0, 1.0)));
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il_4++;
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};
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color_7.xyz = lcolor_5;
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j_3 = 0;
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while (true) {
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float tmpvar_12;
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tmpvar_12 = min (float(_mtl_u.unity_VertexLightParams.y), 4.0);
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if ((j_3 >= int(tmpvar_12))) {
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break;
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};
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color_7.xyz = (color_7.xyz + _mtl_u.unity_LightColor[j_3].xyz);
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j_3++;
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};
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j_2 = 0;
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while (true) {
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int tmpvar_13;
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tmpvar_13 = min (_mtl_u.unity_VertexLightParams.y, 4);
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if ((j_2 >= tmpvar_13)) {
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break;
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};
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color_7.xyz = (color_7.xyz * _mtl_u.unity_LightColor[j_2].xyz);
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j_2++;
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};
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tmpvar_8 = color_7;
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float4 tmpvar_14;
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tmpvar_14.w = 1.0;
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tmpvar_14.xyz = tmpvar_1;
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_mtl_o.xlv_COLOR0 = tmpvar_8;
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_mtl_o.gl_Position = tmpvar_14;
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return _mtl_o;
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}
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// stats: 27 alu 0 tex 6 flow
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// inputs: 2
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// #0: _glesVertex (high float) 4x1 [-1] loc 0
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// #1: _glesNormal (high float) 3x1 [-1] loc 1
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// uniforms: 3 (total size: 208)
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// #0: unity_LightColor (medium float) 4x1 [8] loc 0
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// #1: unity_LightPosition (high float) 4x1 [8] loc 64
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// #2: unity_VertexLightParams (high int) 4x1 [-1] loc 192
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