mirror of
https://github.com/scratchfoundation/bgfx.git
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100 lines
3.2 KiB
Text
100 lines
3.2 KiB
Text
#include <metal_stdlib>
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using namespace metal;
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struct xlatMtlShaderInput {
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float2 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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float4 _LightShadowData;
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float4 _LightSplitsFar;
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float4 _LightSplitsNear;
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float4x4 _View2Shadow;
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float4x4 _View2Shadow1;
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float4x4 _View2Shadow2;
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float4x4 _View2Shadow3;
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float4 _ZBufferParams;
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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> _ShadowMapTexture [[texture(1)]], sampler _mtlsmp__ShadowMapTexture [[sampler(1)]])
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{
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xlatMtlShaderOutput _mtl_o;
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half4 tmpvar_1;
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float4 res_2;
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float depth_3;
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half4 tmpvar_4;
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tmpvar_4 = _CameraDepthTexture.sample(_mtlsmp__CameraDepthTexture, (float2)(_mtl_i.xlv_TEXCOORD0));
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depth_3 = float(tmpvar_4.x);
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float tmpvar_5;
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tmpvar_5 = (1.0/(((_mtl_u._ZBufferParams.x * depth_3) + _mtl_u._ZBufferParams.y)));
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depth_3 = tmpvar_5;
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float4 tmpvar_6;
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tmpvar_6.w = 1.0;
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tmpvar_6.xyz = (_mtl_i.xlv_TEXCOORD1 * tmpvar_5);
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half shadow_7;
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float4 weights_8;
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float4 far_9;
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float4 near_10;
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bool4 tmpvar_11;
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tmpvar_11 = bool4((tmpvar_6.zzzz >= _mtl_u._LightSplitsNear));
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half4 tmpvar_12;
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tmpvar_12 = half4(tmpvar_11);
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near_10 = float4(tmpvar_12);
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bool4 tmpvar_13;
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tmpvar_13 = bool4((tmpvar_6.zzzz < _mtl_u._LightSplitsFar));
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half4 tmpvar_14;
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tmpvar_14 = half4(tmpvar_13);
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far_9 = float4(tmpvar_14);
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weights_8 = (near_10 * far_9);
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float4 tmpvar_15;
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tmpvar_15.w = 1.0;
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tmpvar_15.xyz = (((
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((_mtl_u._View2Shadow * tmpvar_6).xyz * weights_8.x)
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+
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((_mtl_u._View2Shadow1 * tmpvar_6).xyz * weights_8.y)
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) + (
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(_mtl_u._View2Shadow2 * tmpvar_6)
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.xyz * weights_8.z)) + ((_mtl_u._View2Shadow3 * tmpvar_6).xyz * weights_8.w));
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half4 tmpvar_16;
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tmpvar_16 = _ShadowMapTexture.sample(_mtlsmp__ShadowMapTexture, (float2)(tmpvar_15.xy));
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float tmpvar_17;
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if (((float)tmpvar_16.x < tmpvar_15.z)) {
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tmpvar_17 = _mtl_u._LightShadowData.x;
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} else {
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tmpvar_17 = 1.0;
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};
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shadow_7 = half(tmpvar_17);
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res_2.x = float(shadow_7);
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res_2.y = 1.0;
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float2 enc_18;
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enc_18 = (float2(1.0, 255.0) * (1.0 - tmpvar_5));
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float2 tmpvar_19;
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tmpvar_19 = fract(enc_18);
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enc_18.y = tmpvar_19.y;
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enc_18.x = (tmpvar_19.x - (tmpvar_19.y * 0.00392157));
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res_2.zw = enc_18;
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tmpvar_1 = half4(res_2);
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_mtl_o._fragData = tmpvar_1;
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return _mtl_o;
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}
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// stats: 30 alu 2 tex 1 flow
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// inputs: 2
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// #0: xlv_TEXCOORD0 (high float) 2x1 [-1]
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// #1: xlv_TEXCOORD1 (high float) 3x1 [-1]
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// uniforms: 8 (total size: 320)
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// #0: _LightShadowData (high float) 4x1 [-1] loc 0
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// #1: _LightSplitsFar (high float) 4x1 [-1] loc 16
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// #2: _LightSplitsNear (high float) 4x1 [-1] loc 32
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// #3: _View2Shadow (high float) 4x4 [-1] loc 48
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// #4: _View2Shadow1 (high float) 4x4 [-1] loc 112
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// #5: _View2Shadow2 (high float) 4x4 [-1] loc 176
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// #6: _View2Shadow3 (high float) 4x4 [-1] loc 240
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// #7: _ZBufferParams (high float) 4x1 [-1] loc 304
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// textures: 2
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// #0: _CameraDepthTexture (low 2d) 0x0 [-1] loc 0
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// #1: _ShadowMapTexture (low 2d) 0x0 [-1] loc 1
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