mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-12-01 11:56:58 -05:00
167 lines
5.8 KiB
Text
167 lines
5.8 KiB
Text
#include <metal_stdlib>
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using namespace metal;
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struct xlatMtlShaderInput {
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float4 _inVertex [[attribute(0)]];
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half3 _inNormal [[attribute(1)]];
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float4 _uv0 [[attribute(2)]];
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float4 _uv1 [[attribute(3)]];
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half4 _color [[attribute(4)]];
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half4 TANGENT [[attribute(5)]];
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};
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struct xlatMtlShaderOutput {
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float4 gl_Position [[position]];
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float2 xlv_TEXCOORD0;
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half4 xlv_COLOR0;
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half3 xlv_TEXCOORD1;
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half3 xlv_TEXCOORD2;
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half2 xlv_TEXCOORD3;
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};
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struct xlatMtlShaderUniform {
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float4x4 _LightMatrix0;
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float4 _MainTex_ST;
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float4x4 _Object2World;
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float4 _Scale;
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float _SquashAmount;
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float4 _SquashPlaneNormal;
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float4 _Time;
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float4 _Wind;
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float4x4 _World2Object;
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float3 _WorldSpaceCameraPos;
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float4 _WorldSpaceLightPos0;
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float4x4 glstate_matrix_invtrans_modelview0;
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float4x4 glstate_matrix_mvp;
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float4 unity_Scale;
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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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float4 tmpvar_1;
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float3 tmpvar_2;
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float4 tmpvar_3;
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tmpvar_1 = float4(_mtl_i.TANGENT);
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tmpvar_2 = float3(_mtl_i._inNormal);
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tmpvar_3 = float4(_mtl_i._color);
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float3 binormal_4;
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float4 tmpvar_5;
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float4 tmpvar_6;
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float4 pos_7;
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float isBillboard_8;
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isBillboard_8 = (1.0 - abs(tmpvar_1.w));
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float4 tmpvar_9;
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tmpvar_9.w = 0.0;
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tmpvar_9.xyz = tmpvar_2;
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float4 tmpvar_10;
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tmpvar_10.w = 0.0;
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tmpvar_10.xyz = tmpvar_1.xyz;
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float4 tmpvar_11;
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tmpvar_11.zw = float2(0.0, 0.0);
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tmpvar_11.xy = tmpvar_2.xy;
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pos_7 = (_mtl_i._inVertex + ((tmpvar_11 * _mtl_u.glstate_matrix_invtrans_modelview0) * isBillboard_8));
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float3 tmpvar_12;
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tmpvar_12 = mix (tmpvar_2, normalize((tmpvar_9 * _mtl_u.glstate_matrix_invtrans_modelview0)).xyz, float3(isBillboard_8));
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float4 tmpvar_13;
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tmpvar_13.w = -1.0;
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tmpvar_13.xyz = normalize((tmpvar_10 * _mtl_u.glstate_matrix_invtrans_modelview0)).xyz;
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float4 tmpvar_14;
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tmpvar_14 = mix (tmpvar_1, tmpvar_13, float4(isBillboard_8));
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tmpvar_5.w = pos_7.w;
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tmpvar_6.w = tmpvar_14.w;
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tmpvar_5.xyz = (pos_7.xyz * _mtl_u._Scale.xyz);
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float4 pos_15;
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pos_15.w = tmpvar_5.w;
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float3 bend_16;
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float2 vWavesSum_17;
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float4 vWaves_18;
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float fBranchPhase_19;
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fBranchPhase_19 = (dot (_mtl_u._Object2World[3].xyz, float3(1.0, 1.0, 1.0)) + tmpvar_3.x);
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float2 tmpvar_20;
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tmpvar_20.x = dot (tmpvar_5.xyz, float3((tmpvar_3.y + fBranchPhase_19)));
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tmpvar_20.y = fBranchPhase_19;
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vWaves_18 = ((fract(
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((_mtl_u._Time.yy + tmpvar_20).xxyy * float4(1.975, 0.793, 0.375, 0.193))
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) * 2.0) - 1.0);
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float4 tmpvar_21;
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tmpvar_21 = abs(((
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fract((vWaves_18 + 0.5))
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* 2.0) - 1.0));
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float4 tmpvar_22;
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tmpvar_22 = ((tmpvar_21 * tmpvar_21) * (3.0 - (2.0 * tmpvar_21)));
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vWaves_18 = tmpvar_22;
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vWavesSum_17 = (tmpvar_22.xz + tmpvar_22.yw);
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bend_16.xz = ((tmpvar_3.y * 0.1) * tmpvar_12).xz;
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bend_16.y = (_mtl_i._uv1.y * 0.3);
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pos_15.xyz = (tmpvar_5.xyz + ((
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(vWavesSum_17.xyx * bend_16)
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+
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((_mtl_u._Wind.xyz * vWavesSum_17.y) * _mtl_i._uv1.y)
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) * _mtl_u._Wind.w));
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pos_15.xyz = (pos_15.xyz + (_mtl_i._uv1.x * _mtl_u._Wind.xyz));
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float3 tmpvar_23;
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tmpvar_23 = mix ((pos_15.xyz - (
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(dot (_mtl_u._SquashPlaneNormal.xyz, pos_15.xyz) + _mtl_u._SquashPlaneNormal.w)
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* _mtl_u._SquashPlaneNormal.xyz)), pos_15.xyz, float3(_mtl_u._SquashAmount));
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float4 tmpvar_24;
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tmpvar_24.w = 1.0;
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tmpvar_24.xyz = tmpvar_23;
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tmpvar_5 = tmpvar_24;
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float4 tmpvar_25;
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tmpvar_25.xyz = float3(1.0, 1.0, 1.0);
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tmpvar_25.w = tmpvar_3.w;
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float3 tmpvar_26;
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tmpvar_26 = normalize(tmpvar_12);
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tmpvar_6.xyz = normalize(tmpvar_14.xyz);
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binormal_4 = (((tmpvar_26.yzx * tmpvar_6.zxy) - (tmpvar_26.zxy * tmpvar_6.yzx)) * tmpvar_14.w);
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float3x3 tmpvar_27;
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tmpvar_27[0].x = tmpvar_6.x;
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tmpvar_27[0].y = binormal_4.x;
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tmpvar_27[0].z = tmpvar_26.x;
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tmpvar_27[1].x = tmpvar_6.y;
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tmpvar_27[1].y = binormal_4.y;
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tmpvar_27[1].z = tmpvar_26.y;
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tmpvar_27[2].x = tmpvar_6.z;
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tmpvar_27[2].y = binormal_4.z;
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tmpvar_27[2].z = tmpvar_26.z;
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float4 tmpvar_28;
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tmpvar_28.w = 1.0;
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tmpvar_28.xyz = _mtl_u._WorldSpaceCameraPos;
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_mtl_o.gl_Position = (_mtl_u.glstate_matrix_mvp * tmpvar_24);
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_mtl_o.xlv_TEXCOORD0 = ((_mtl_i._uv0.xy * _mtl_u._MainTex_ST.xy) + _mtl_u._MainTex_ST.zw);
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_mtl_o.xlv_COLOR0 = half4(tmpvar_25);
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float3 tmpvar_29;
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tmpvar_29 = (tmpvar_27 * (_mtl_u._World2Object * _mtl_u._WorldSpaceLightPos0).xyz);
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_mtl_o.xlv_TEXCOORD1 = half3(tmpvar_29);
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float3 tmpvar_30;
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tmpvar_30 = (tmpvar_27 * ((
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(_mtl_u._World2Object * tmpvar_28)
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.xyz * _mtl_u.unity_Scale.w) - tmpvar_23));
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_mtl_o.xlv_TEXCOORD2 = half3(tmpvar_30);
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float2 tmpvar_31;
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tmpvar_31 = (_mtl_u._LightMatrix0 * (_mtl_u._Object2World * tmpvar_24)).xy;
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_mtl_o.xlv_TEXCOORD3 = half2(tmpvar_31);
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return _mtl_o;
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}
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// stats: 71 alu 0 tex 0 flow
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// inputs: 6
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// #0: _inVertex (high float) 4x1 [-1] loc 0
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// #1: _inNormal (medium float) 3x1 [-1] loc 1
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// #2: _uv0 (high float) 4x1 [-1] loc 2
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// #3: _uv1 (high float) 4x1 [-1] loc 3
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// #4: _color (low float) 4x1 [-1] loc 4
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// #5: TANGENT (medium float) 4x1 [-1] loc 5
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// uniforms: 14 (total size: 464)
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// #0: _LightMatrix0 (high float) 4x4 [-1] loc 0
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// #1: _MainTex_ST (high float) 4x1 [-1] loc 64
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// #2: _Object2World (high float) 4x4 [-1] loc 80
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// #3: _Scale (high float) 4x1 [-1] loc 144
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// #4: _SquashAmount (high float) 1x1 [-1] loc 160
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// #5: _SquashPlaneNormal (high float) 4x1 [-1] loc 176
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// #6: _Time (high float) 4x1 [-1] loc 192
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// #7: _Wind (high float) 4x1 [-1] loc 208
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// #8: _World2Object (high float) 4x4 [-1] loc 224
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// #9: _WorldSpaceCameraPos (high float) 3x1 [-1] loc 288
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// #10: _WorldSpaceLightPos0 (high float) 4x1 [-1] loc 304
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// #11: glstate_matrix_invtrans_modelview0 (high float) 4x4 [-1] loc 320
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// #12: glstate_matrix_mvp (high float) 4x4 [-1] loc 384
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// #13: unity_Scale (high float) 4x1 [-1] loc 448
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