mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-25 17:18:12 -05:00
187 lines
6.8 KiB
Text
187 lines
6.8 KiB
Text
#include <metal_stdlib>
|
|
using namespace metal;
|
|
struct xlatMtlShaderInput {
|
|
float4 xlv_TEXCOORD0;
|
|
float3 xlv_TEXCOORD1;
|
|
};
|
|
struct xlatMtlShaderOutput {
|
|
half4 _fragData [[color(0)]];
|
|
};
|
|
struct xlatMtlShaderUniform {
|
|
float4x4 _CameraToWorld;
|
|
float4 _LightColor;
|
|
float4x4 _LightMatrix0;
|
|
float4 _LightPos;
|
|
float4 _LightPositionRange;
|
|
float4 _LightShadowData;
|
|
float4 _ProjectionParams;
|
|
float3 _WorldSpaceCameraPos;
|
|
float4 _ZBufferParams;
|
|
float4 unity_LightmapFade;
|
|
};
|
|
fragment xlatMtlShaderOutput xlatMtlMain (xlatMtlShaderInput _mtl_i [[stage_in]], constant xlatMtlShaderUniform& _mtl_u [[buffer(0)]]
|
|
, texture2d<half> _CameraDepthTexture [[texture(0)]], sampler _mtlsmp__CameraDepthTexture [[sampler(0)]]
|
|
, texture2d<half> _CameraNormalsTexture [[texture(1)]], sampler _mtlsmp__CameraNormalsTexture [[sampler(1)]]
|
|
, texturecube<half> _LightTexture0 [[texture(2)]], sampler _mtlsmp__LightTexture0 [[sampler(2)]]
|
|
, texture2d<half> _LightTextureB0 [[texture(3)]], sampler _mtlsmp__LightTextureB0 [[sampler(3)]]
|
|
, texturecube<half> _ShadowMapTexture [[texture(4)]], sampler _mtlsmp__ShadowMapTexture [[sampler(4)]])
|
|
{
|
|
xlatMtlShaderOutput _mtl_o;
|
|
half4 res_1;
|
|
float spec_2;
|
|
half3 h_3;
|
|
float atten_4;
|
|
half3 lightDir_5;
|
|
float3 tolight_6;
|
|
float3 wpos_7;
|
|
float depth_8;
|
|
half3 normal_9;
|
|
half4 nspec_10;
|
|
float2 uv_11;
|
|
uv_11 = (_mtl_i.xlv_TEXCOORD0.xy / _mtl_i.xlv_TEXCOORD0.w);
|
|
half4 tmpvar_12;
|
|
tmpvar_12 = _CameraNormalsTexture.sample(_mtlsmp__CameraNormalsTexture, (float2)(uv_11));
|
|
nspec_10 = tmpvar_12;
|
|
normal_9 = ((nspec_10.xyz * (half)2.0) - (half)1.0);
|
|
normal_9 = normalize(normal_9);
|
|
half4 tmpvar_13;
|
|
tmpvar_13 = _CameraDepthTexture.sample(_mtlsmp__CameraDepthTexture, (float2)(uv_11));
|
|
depth_8 = float(tmpvar_13.x);
|
|
float tmpvar_14;
|
|
tmpvar_14 = (1.0/(((_mtl_u._ZBufferParams.x * depth_8) + _mtl_u._ZBufferParams.y)));
|
|
depth_8 = tmpvar_14;
|
|
float4 tmpvar_15;
|
|
tmpvar_15.w = 1.0;
|
|
tmpvar_15.xyz = ((_mtl_i.xlv_TEXCOORD1 * (_mtl_u._ProjectionParams.z / _mtl_i.xlv_TEXCOORD1.z)) * tmpvar_14);
|
|
wpos_7 = (_mtl_u._CameraToWorld * tmpvar_15).xyz;
|
|
tolight_6 = (wpos_7 - _mtl_u._LightPos.xyz);
|
|
float3 tmpvar_16;
|
|
tmpvar_16 = normalize(tolight_6);
|
|
lightDir_5 = half3(-(tmpvar_16));
|
|
float2 tmpvar_17;
|
|
tmpvar_17 = float2((dot (tolight_6, tolight_6) * _mtl_u._LightPos.w));
|
|
half4 tmpvar_18;
|
|
tmpvar_18 = _LightTextureB0.sample(_mtlsmp__LightTextureB0, (float2)(tmpvar_17));
|
|
atten_4 = float(tmpvar_18.w);
|
|
float mydist_19;
|
|
mydist_19 = (sqrt(dot (tolight_6, tolight_6)) * _mtl_u._LightPositionRange.w);
|
|
mydist_19 = (mydist_19 * 0.97);
|
|
float4 shadowVals_20;
|
|
float3 vec_21;
|
|
vec_21 = (tolight_6 + float3(0.0078125, 0.0078125, 0.0078125));
|
|
float4 packDist_22;
|
|
half4 tmpvar_23;
|
|
tmpvar_23 = _ShadowMapTexture.sample(_mtlsmp__ShadowMapTexture, (float3)(vec_21));
|
|
packDist_22 = float4(tmpvar_23);
|
|
shadowVals_20.x = dot (packDist_22, float4(1.0, 0.00392157, 1.53787e-05, 6.22737e-09));
|
|
float3 vec_24;
|
|
vec_24 = (tolight_6 + float3(-0.0078125, -0.0078125, 0.0078125));
|
|
float4 packDist_25;
|
|
half4 tmpvar_26;
|
|
tmpvar_26 = _ShadowMapTexture.sample(_mtlsmp__ShadowMapTexture, (float3)(vec_24));
|
|
packDist_25 = float4(tmpvar_26);
|
|
shadowVals_20.y = dot (packDist_25, float4(1.0, 0.00392157, 1.53787e-05, 6.22737e-09));
|
|
float3 vec_27;
|
|
vec_27 = (tolight_6 + float3(-0.0078125, 0.0078125, -0.0078125));
|
|
float4 packDist_28;
|
|
half4 tmpvar_29;
|
|
tmpvar_29 = _ShadowMapTexture.sample(_mtlsmp__ShadowMapTexture, (float3)(vec_27));
|
|
packDist_28 = float4(tmpvar_29);
|
|
shadowVals_20.z = dot (packDist_28, float4(1.0, 0.00392157, 1.53787e-05, 6.22737e-09));
|
|
float3 vec_30;
|
|
vec_30 = (tolight_6 + float3(0.0078125, -0.0078125, -0.0078125));
|
|
float4 packDist_31;
|
|
half4 tmpvar_32;
|
|
tmpvar_32 = _ShadowMapTexture.sample(_mtlsmp__ShadowMapTexture, (float3)(vec_30));
|
|
packDist_31 = float4(tmpvar_32);
|
|
shadowVals_20.w = dot (packDist_31, float4(1.0, 0.00392157, 1.53787e-05, 6.22737e-09));
|
|
bool4 tmpvar_33;
|
|
tmpvar_33 = bool4((shadowVals_20 < float4(mydist_19)));
|
|
float4 tmpvar_34;
|
|
tmpvar_34 = _mtl_u._LightShadowData.xxxx;
|
|
float tmpvar_35;
|
|
if (tmpvar_33.x) {
|
|
tmpvar_35 = tmpvar_34.x;
|
|
} else {
|
|
tmpvar_35 = 1.0;
|
|
};
|
|
float tmpvar_36;
|
|
if (tmpvar_33.y) {
|
|
tmpvar_36 = tmpvar_34.y;
|
|
} else {
|
|
tmpvar_36 = 1.0;
|
|
};
|
|
float tmpvar_37;
|
|
if (tmpvar_33.z) {
|
|
tmpvar_37 = tmpvar_34.z;
|
|
} else {
|
|
tmpvar_37 = 1.0;
|
|
};
|
|
float tmpvar_38;
|
|
if (tmpvar_33.w) {
|
|
tmpvar_38 = tmpvar_34.w;
|
|
} else {
|
|
tmpvar_38 = 1.0;
|
|
};
|
|
half4 tmpvar_39;
|
|
tmpvar_39.x = half(tmpvar_35);
|
|
tmpvar_39.y = half(tmpvar_36);
|
|
tmpvar_39.z = half(tmpvar_37);
|
|
tmpvar_39.w = half(tmpvar_38);
|
|
half tmpvar_40;
|
|
tmpvar_40 = dot (tmpvar_39, (half4)float4(0.25, 0.25, 0.25, 0.25));
|
|
atten_4 = (atten_4 * (float)tmpvar_40);
|
|
float4 tmpvar_41;
|
|
tmpvar_41.w = 1.0;
|
|
tmpvar_41.xyz = wpos_7;
|
|
half4 tmpvar_42;
|
|
float3 P_43;
|
|
P_43 = (_mtl_u._LightMatrix0 * tmpvar_41).xyz;
|
|
tmpvar_42 = _LightTexture0.sample(_mtlsmp__LightTexture0, (float3)(P_43));
|
|
atten_4 = (atten_4 * (float)tmpvar_42.w);
|
|
float3 tmpvar_44;
|
|
tmpvar_44 = normalize(((float3)lightDir_5 - normalize(
|
|
(wpos_7 - _mtl_u._WorldSpaceCameraPos)
|
|
)));
|
|
h_3 = half3(tmpvar_44);
|
|
half tmpvar_45;
|
|
tmpvar_45 = pow (max ((half)0.0, dot (h_3, normal_9)), (nspec_10.w * (half)128.0));
|
|
spec_2 = float(tmpvar_45);
|
|
spec_2 = (spec_2 * clamp (atten_4, 0.0, 1.0));
|
|
res_1.xyz = half3((_mtl_u._LightColor.xyz * ((float)max ((half)0.0,
|
|
dot (lightDir_5, normal_9)
|
|
) * atten_4)));
|
|
half3 c_46;
|
|
c_46 = half3(_mtl_u._LightColor.xyz);
|
|
res_1.w = half((spec_2 * (float)dot (c_46, (half3)float3(0.22, 0.707, 0.071))));
|
|
float tmpvar_47;
|
|
tmpvar_47 = clamp ((1.0 - (
|
|
(tmpvar_15.z * _mtl_u.unity_LightmapFade.z)
|
|
+ _mtl_u.unity_LightmapFade.w)), 0.0, 1.0);
|
|
res_1 = ((half4)((float4)res_1 * tmpvar_47));
|
|
_mtl_o._fragData = exp2(-(res_1));
|
|
return _mtl_o;
|
|
}
|
|
|
|
|
|
// stats: 62 alu 8 tex 4 flow
|
|
// inputs: 2
|
|
// #0: xlv_TEXCOORD0 (high float) 4x1 [-1]
|
|
// #1: xlv_TEXCOORD1 (high float) 3x1 [-1]
|
|
// uniforms: 10 (total size: 256)
|
|
// #0: _CameraToWorld (high float) 4x4 [-1] loc 0
|
|
// #1: _LightColor (high float) 4x1 [-1] loc 64
|
|
// #2: _LightMatrix0 (high float) 4x4 [-1] loc 80
|
|
// #3: _LightPos (high float) 4x1 [-1] loc 144
|
|
// #4: _LightPositionRange (high float) 4x1 [-1] loc 160
|
|
// #5: _LightShadowData (high float) 4x1 [-1] loc 176
|
|
// #6: _ProjectionParams (high float) 4x1 [-1] loc 192
|
|
// #7: _WorldSpaceCameraPos (high float) 3x1 [-1] loc 208
|
|
// #8: _ZBufferParams (high float) 4x1 [-1] loc 224
|
|
// #9: unity_LightmapFade (high float) 4x1 [-1] loc 240
|
|
// textures: 5
|
|
// #0: _CameraDepthTexture (low 2d) 0x0 [-1] loc 0
|
|
// #1: _CameraNormalsTexture (low 2d) 0x0 [-1] loc 1
|
|
// #2: _LightTexture0 (low cube) 0x0 [-1] loc 2
|
|
// #3: _LightTextureB0 (low 2d) 0x0 [-1] loc 3
|
|
// #4: _ShadowMapTexture (low cube) 0x0 [-1] loc 4
|