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https://github.com/scratchfoundation/bgfx.git
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187 lines
6.8 KiB
Text
187 lines
6.8 KiB
Text
#include <metal_stdlib>
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using namespace metal;
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struct xlatMtlShaderInput {
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float4 xlv_TEXCOORD0;
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float3 xlv_TEXCOORD1;
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};
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struct xlatMtlShaderOutput {
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half4 _fragData [[color(0)]];
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};
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struct xlatMtlShaderUniform {
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float4x4 _CameraToWorld;
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float4 _LightColor;
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float4x4 _LightMatrix0;
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float4 _LightPos;
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float4 _LightPositionRange;
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float4 _LightShadowData;
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float4 _ProjectionParams;
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float3 _WorldSpaceCameraPos;
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float4 _ZBufferParams;
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float4 unity_LightmapFade;
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};
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fragment xlatMtlShaderOutput xlatMtlMain (xlatMtlShaderInput _mtl_i [[stage_in]], constant xlatMtlShaderUniform& _mtl_u [[buffer(0)]]
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, texture2d<half> _CameraDepthTexture [[texture(0)]], sampler _mtlsmp__CameraDepthTexture [[sampler(0)]]
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, texture2d<half> _CameraNormalsTexture [[texture(1)]], sampler _mtlsmp__CameraNormalsTexture [[sampler(1)]]
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, texturecube<half> _LightTexture0 [[texture(2)]], sampler _mtlsmp__LightTexture0 [[sampler(2)]]
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, texture2d<half> _LightTextureB0 [[texture(3)]], sampler _mtlsmp__LightTextureB0 [[sampler(3)]]
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, texturecube<half> _ShadowMapTexture [[texture(4)]], sampler _mtlsmp__ShadowMapTexture [[sampler(4)]])
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{
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xlatMtlShaderOutput _mtl_o;
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half4 res_1;
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float spec_2;
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half3 h_3;
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float atten_4;
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half3 lightDir_5;
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float3 tolight_6;
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float3 wpos_7;
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float depth_8;
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half3 normal_9;
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half4 nspec_10;
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float2 uv_11;
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uv_11 = (_mtl_i.xlv_TEXCOORD0.xy / _mtl_i.xlv_TEXCOORD0.w);
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half4 tmpvar_12;
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tmpvar_12 = _CameraNormalsTexture.sample(_mtlsmp__CameraNormalsTexture, (float2)(uv_11));
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nspec_10 = tmpvar_12;
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normal_9 = ((nspec_10.xyz * (half)2.0) - (half)1.0);
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normal_9 = normalize(normal_9);
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half4 tmpvar_13;
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tmpvar_13 = _CameraDepthTexture.sample(_mtlsmp__CameraDepthTexture, (float2)(uv_11));
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depth_8 = float(tmpvar_13.x);
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float tmpvar_14;
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tmpvar_14 = (1.0/(((_mtl_u._ZBufferParams.x * depth_8) + _mtl_u._ZBufferParams.y)));
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depth_8 = tmpvar_14;
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float4 tmpvar_15;
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tmpvar_15.w = 1.0;
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tmpvar_15.xyz = ((_mtl_i.xlv_TEXCOORD1 * (_mtl_u._ProjectionParams.z / _mtl_i.xlv_TEXCOORD1.z)) * tmpvar_14);
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wpos_7 = (_mtl_u._CameraToWorld * tmpvar_15).xyz;
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tolight_6 = (wpos_7 - _mtl_u._LightPos.xyz);
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float3 tmpvar_16;
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tmpvar_16 = normalize(tolight_6);
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lightDir_5 = half3(-(tmpvar_16));
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float2 tmpvar_17;
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tmpvar_17 = float2((dot (tolight_6, tolight_6) * _mtl_u._LightPos.w));
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half4 tmpvar_18;
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tmpvar_18 = _LightTextureB0.sample(_mtlsmp__LightTextureB0, (float2)(tmpvar_17));
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atten_4 = float(tmpvar_18.w);
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float mydist_19;
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mydist_19 = (sqrt(dot (tolight_6, tolight_6)) * _mtl_u._LightPositionRange.w);
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mydist_19 = (mydist_19 * 0.97);
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float4 shadowVals_20;
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float3 vec_21;
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vec_21 = (tolight_6 + float3(0.0078125, 0.0078125, 0.0078125));
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float4 packDist_22;
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half4 tmpvar_23;
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tmpvar_23 = _ShadowMapTexture.sample(_mtlsmp__ShadowMapTexture, (float3)(vec_21));
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packDist_22 = float4(tmpvar_23);
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shadowVals_20.x = dot (packDist_22, float4(1.0, 0.00392157, 1.53787e-05, 6.22737e-09));
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float3 vec_24;
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vec_24 = (tolight_6 + float3(-0.0078125, -0.0078125, 0.0078125));
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float4 packDist_25;
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half4 tmpvar_26;
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tmpvar_26 = _ShadowMapTexture.sample(_mtlsmp__ShadowMapTexture, (float3)(vec_24));
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packDist_25 = float4(tmpvar_26);
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shadowVals_20.y = dot (packDist_25, float4(1.0, 0.00392157, 1.53787e-05, 6.22737e-09));
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float3 vec_27;
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vec_27 = (tolight_6 + float3(-0.0078125, 0.0078125, -0.0078125));
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float4 packDist_28;
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half4 tmpvar_29;
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tmpvar_29 = _ShadowMapTexture.sample(_mtlsmp__ShadowMapTexture, (float3)(vec_27));
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packDist_28 = float4(tmpvar_29);
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shadowVals_20.z = dot (packDist_28, float4(1.0, 0.00392157, 1.53787e-05, 6.22737e-09));
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float3 vec_30;
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vec_30 = (tolight_6 + float3(0.0078125, -0.0078125, -0.0078125));
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float4 packDist_31;
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half4 tmpvar_32;
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tmpvar_32 = _ShadowMapTexture.sample(_mtlsmp__ShadowMapTexture, (float3)(vec_30));
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packDist_31 = float4(tmpvar_32);
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shadowVals_20.w = dot (packDist_31, float4(1.0, 0.00392157, 1.53787e-05, 6.22737e-09));
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bool4 tmpvar_33;
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tmpvar_33 = bool4((shadowVals_20 < float4(mydist_19)));
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float4 tmpvar_34;
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tmpvar_34 = _mtl_u._LightShadowData.xxxx;
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float tmpvar_35;
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if (tmpvar_33.x) {
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tmpvar_35 = tmpvar_34.x;
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} else {
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tmpvar_35 = 1.0;
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};
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float tmpvar_36;
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if (tmpvar_33.y) {
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tmpvar_36 = tmpvar_34.y;
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} else {
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tmpvar_36 = 1.0;
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};
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float tmpvar_37;
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if (tmpvar_33.z) {
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tmpvar_37 = tmpvar_34.z;
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} else {
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tmpvar_37 = 1.0;
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};
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float tmpvar_38;
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if (tmpvar_33.w) {
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tmpvar_38 = tmpvar_34.w;
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} else {
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tmpvar_38 = 1.0;
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};
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half4 tmpvar_39;
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tmpvar_39.x = half(tmpvar_35);
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tmpvar_39.y = half(tmpvar_36);
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tmpvar_39.z = half(tmpvar_37);
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tmpvar_39.w = half(tmpvar_38);
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half tmpvar_40;
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tmpvar_40 = dot (tmpvar_39, (half4)float4(0.25, 0.25, 0.25, 0.25));
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atten_4 = (atten_4 * (float)tmpvar_40);
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float4 tmpvar_41;
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tmpvar_41.w = 1.0;
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tmpvar_41.xyz = wpos_7;
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half4 tmpvar_42;
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float3 P_43;
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P_43 = (_mtl_u._LightMatrix0 * tmpvar_41).xyz;
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tmpvar_42 = _LightTexture0.sample(_mtlsmp__LightTexture0, (float3)(P_43));
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atten_4 = (atten_4 * (float)tmpvar_42.w);
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float3 tmpvar_44;
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tmpvar_44 = normalize(((float3)lightDir_5 - normalize(
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(wpos_7 - _mtl_u._WorldSpaceCameraPos)
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)));
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h_3 = half3(tmpvar_44);
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half tmpvar_45;
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tmpvar_45 = pow (max ((half)0.0, dot (h_3, normal_9)), (nspec_10.w * (half)128.0));
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spec_2 = float(tmpvar_45);
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spec_2 = (spec_2 * clamp (atten_4, 0.0, 1.0));
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res_1.xyz = half3((_mtl_u._LightColor.xyz * ((float)max ((half)0.0,
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dot (lightDir_5, normal_9)
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) * atten_4)));
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half3 c_46;
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c_46 = half3(_mtl_u._LightColor.xyz);
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res_1.w = half((spec_2 * (float)dot (c_46, (half3)float3(0.22, 0.707, 0.071))));
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float tmpvar_47;
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tmpvar_47 = clamp ((1.0 - (
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(tmpvar_15.z * _mtl_u.unity_LightmapFade.z)
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+ _mtl_u.unity_LightmapFade.w)), 0.0, 1.0);
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res_1 = ((half4)((float4)res_1 * tmpvar_47));
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_mtl_o._fragData = exp2(-(res_1));
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return _mtl_o;
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}
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// stats: 62 alu 8 tex 4 flow
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// inputs: 2
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// #0: xlv_TEXCOORD0 (high float) 4x1 [-1]
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// #1: xlv_TEXCOORD1 (high float) 3x1 [-1]
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// uniforms: 10 (total size: 256)
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// #0: _CameraToWorld (high float) 4x4 [-1] loc 0
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// #1: _LightColor (high float) 4x1 [-1] loc 64
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// #2: _LightMatrix0 (high float) 4x4 [-1] loc 80
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// #3: _LightPos (high float) 4x1 [-1] loc 144
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// #4: _LightPositionRange (high float) 4x1 [-1] loc 160
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// #5: _LightShadowData (high float) 4x1 [-1] loc 176
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// #6: _ProjectionParams (high float) 4x1 [-1] loc 192
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// #7: _WorldSpaceCameraPos (high float) 3x1 [-1] loc 208
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// #8: _ZBufferParams (high float) 4x1 [-1] loc 224
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// #9: unity_LightmapFade (high float) 4x1 [-1] loc 240
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// textures: 5
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// #0: _CameraDepthTexture (low 2d) 0x0 [-1] loc 0
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// #1: _CameraNormalsTexture (low 2d) 0x0 [-1] loc 1
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// #2: _LightTexture0 (low cube) 0x0 [-1] loc 2
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// #3: _LightTextureB0 (low 2d) 0x0 [-1] loc 3
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// #4: _ShadowMapTexture (low cube) 0x0 [-1] loc 4
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