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https://github.com/scratchfoundation/bgfx.git
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57 lines
1.9 KiB
Text
57 lines
1.9 KiB
Text
#include <metal_stdlib>
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using namespace metal;
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struct xlatMtlShaderInput {
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half2 xlv_TEXCOORD0;
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half3 xlv_TEXCOORD1;
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half3 xlv_TEXCOORD2;
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half3 xlv_TEXCOORD3;
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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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half4 _LightColor0;
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half _Shininess;
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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> _BumpMap [[texture(0)]], sampler _mtlsmp__BumpMap [[sampler(0)]]
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, texture2d<half> _MainTex [[texture(1)]], sampler _mtlsmp__MainTex [[sampler(1)]])
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{
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xlatMtlShaderOutput _mtl_o;
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half4 c_1;
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half4 tmpvar_2;
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tmpvar_2 = _MainTex.sample(_mtlsmp__MainTex, (float2)(_mtl_i.xlv_TEXCOORD0));
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half3 tmpvar_3;
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tmpvar_3 = ((_BumpMap.sample(_mtlsmp__BumpMap, (float2)(_mtl_i.xlv_TEXCOORD0)).xyz * (half)2.0) - (half)1.0);
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half3 halfDir_4;
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halfDir_4 = _mtl_i.xlv_TEXCOORD1;
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half4 c_5;
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half spec_6;
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half tmpvar_7;
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tmpvar_7 = max ((half)0.0, dot (tmpvar_3, halfDir_4));
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half tmpvar_8;
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tmpvar_8 = pow (tmpvar_7, (_mtl_u._Shininess * (half)128.0));
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spec_6 = (tmpvar_8 * tmpvar_2.w);
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c_5.xyz = (((
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(tmpvar_2.xyz * max ((half)0.0, dot (tmpvar_3, _mtl_i.xlv_TEXCOORD2)))
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+ spec_6) * _mtl_u._LightColor0.xyz) * (half)2.0);
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c_5.w = half(0.0);
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c_1.w = c_5.w;
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c_1.xyz = (c_5.xyz + (tmpvar_2.xyz * _mtl_i.xlv_TEXCOORD3));
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_mtl_o._fragData = c_1;
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return _mtl_o;
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}
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// stats: 16 alu 2 tex 0 flow
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// inputs: 4
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// #0: xlv_TEXCOORD0 (medium float) 2x1 [-1]
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// #1: xlv_TEXCOORD1 (medium float) 3x1 [-1]
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// #2: xlv_TEXCOORD2 (low float) 3x1 [-1]
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// #3: xlv_TEXCOORD3 (low float) 3x1 [-1]
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// uniforms: 2 (total size: 10)
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// #0: _LightColor0 (low float) 4x1 [-1] loc 0
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// #1: _Shininess (medium float) 1x1 [-1] loc 8
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// textures: 2
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// #0: _BumpMap (low 2d) 0x0 [-1] loc 0
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// #1: _MainTex (low 2d) 0x0 [-1] loc 1
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