mirror of
https://github.com/scratchfoundation/bgfx.git
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101 lines
5.1 KiB
Text
101 lines
5.1 KiB
Text
#include <metal_stdlib>
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using namespace metal;
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struct xlatMtlShaderInput {
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float4 in_POSITION0 [[attribute(0)]];
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float4 in_NORMAL0 [[attribute(1)]];
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float4 in_TEXCOORD0 [[attribute(2)]];
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};
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struct xlatMtlShaderOutput {
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float4 gl_Position [[position]];
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float4 TEXCOORD0;
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float4 COLOR0;
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};
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struct xlatMtlShaderUniform {
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float4 unity_LightColor[8];
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float4 unity_LightPosition[8];
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float4 unity_LightAtten[8];
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float4 unity_SpotDirection[8];
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float4x4 glstate_matrix_mvp;
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float4x4 glstate_matrix_modelview0;
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float4x4 glstate_matrix_invtrans_modelview0;
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float4 glstate_lightmodel_ambient;
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float4 _MainTex_ST;
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float4 _Color;
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float4 _ReflectColor;
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};
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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 phase0_Output2_1;
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float4 Temp_2_2;
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float4 Temp_3_3;
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int4 Temp_int_0_4;
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int4 Temp_int_1_5;
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Temp_int_0_4 = as_type<int4>((_mtl_i.in_POSITION0.yyyy * _mtl_u.glstate_matrix_mvp[1]));
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Temp_int_0_4 = as_type<int4>(((_mtl_u.glstate_matrix_mvp[0] * _mtl_i.in_POSITION0.xxxx) + as_type<float4>(Temp_int_0_4)));
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Temp_int_0_4 = as_type<int4>(((_mtl_u.glstate_matrix_mvp[2] * _mtl_i.in_POSITION0.zzzz) + as_type<float4>(Temp_int_0_4)));
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phase0_Output2_1 = ((_mtl_u.glstate_matrix_mvp[3] * _mtl_i.in_POSITION0.wwww) + as_type<float4>(Temp_int_0_4));
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_mtl_o.TEXCOORD0.xy = ((_mtl_i.in_TEXCOORD0.xy * _mtl_u._MainTex_ST.xy) + _mtl_u._MainTex_ST.zw);
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Temp_int_0_4.xyz = as_type<int3>((_mtl_i.in_POSITION0.yyy * _mtl_u.glstate_matrix_modelview0[1].xyz));
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Temp_int_0_4.xyz = as_type<int3>(((_mtl_u.glstate_matrix_modelview0[0].xyz * _mtl_i.in_POSITION0.xxx) + as_type<float4>(Temp_int_0_4).xyz));
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Temp_int_0_4.xyz = as_type<int3>(((_mtl_u.glstate_matrix_modelview0[2].xyz * _mtl_i.in_POSITION0.zzz) + as_type<float4>(Temp_int_0_4).xyz));
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Temp_int_0_4.xyz = as_type<int3>(((_mtl_u.glstate_matrix_modelview0[3].xyz * _mtl_i.in_POSITION0.www) + as_type<float4>(Temp_int_0_4).xyz));
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Temp_int_1_5.xyz = as_type<int3>((_mtl_i.in_NORMAL0.yyy * _mtl_u.glstate_matrix_invtrans_modelview0[1].xyz));
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Temp_int_1_5.xyz = as_type<int3>(((_mtl_u.glstate_matrix_invtrans_modelview0[0].xyz * _mtl_i.in_NORMAL0.xxx) + as_type<float4>(Temp_int_1_5).xyz));
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Temp_int_1_5.xyz = as_type<int3>(((_mtl_u.glstate_matrix_invtrans_modelview0[2].xyz * _mtl_i.in_NORMAL0.zzz) + as_type<float4>(Temp_int_1_5).xyz));
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Temp_int_0_4.w = as_type<int>(dot (as_type<float4>(Temp_int_1_5).xyz, as_type<float4>(Temp_int_1_5).xyz));
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Temp_int_0_4.w = as_type<int>(rsqrt(as_type<float4>(Temp_int_0_4).w));
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Temp_int_1_5.xyz = as_type<int3>((as_type<float4>(Temp_int_0_4).www * as_type<float4>(Temp_int_1_5).xyz));
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Temp_2_2.xyz = _mtl_u.glstate_lightmodel_ambient.xyz;
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Temp_int_0_4.w = 0;
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while (true) {
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if ((Temp_int_0_4.w >= 4)) {
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break;
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};
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Temp_3_3.xyz = ((-(
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as_type<float4>(Temp_int_0_4)
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.xyz) * _mtl_u.unity_LightPosition[Temp_int_0_4.w].www) + _mtl_u.unity_LightPosition[Temp_int_0_4.w].xyz);
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Temp_int_1_5.w = as_type<int>(dot (Temp_3_3.xyz, Temp_3_3.xyz));
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Temp_2_2.w = rsqrt(as_type<float4>(Temp_int_1_5).w);
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Temp_3_3.xyz = (Temp_2_2.www * Temp_3_3.xyz);
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Temp_int_1_5.w = as_type<int>(((
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as_type<float4>(Temp_int_1_5)
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.w * _mtl_u.unity_LightAtten[Temp_int_0_4.w].z) + 1.0));
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Temp_int_1_5.w = as_type<int>((1.0/(as_type<float4>(Temp_int_1_5).w)));
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Temp_2_2.w = dot (Temp_3_3.xyz, _mtl_u.unity_SpotDirection[Temp_int_0_4.w].xyz);
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Temp_2_2.w = max (Temp_2_2.w, 0.0);
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Temp_2_2.w = (Temp_2_2.w - _mtl_u.unity_LightAtten[Temp_int_0_4.w].x);
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Temp_2_2.w = (Temp_2_2.w * _mtl_u.unity_LightAtten[Temp_int_0_4.w].y);
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Temp_2_2.w = clamp (Temp_2_2.w, 0.0, 1.0);
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Temp_int_1_5.w = as_type<int>((as_type<float4>(Temp_int_1_5).w * Temp_2_2.w));
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Temp_2_2.w = dot (as_type<float4>(Temp_int_1_5).xyz, Temp_3_3.xyz);
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Temp_2_2.w = max (Temp_2_2.w, 0.0);
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Temp_int_1_5.w = as_type<int>((as_type<float4>(Temp_int_1_5).w * Temp_2_2.w));
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Temp_2_2.xyz = ((_mtl_u.unity_LightColor[Temp_int_0_4.w].xyz * as_type<float4>(Temp_int_1_5).www) + Temp_2_2.xyz);
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Temp_int_0_4.w = (Temp_int_0_4.w + 1);
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};
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_mtl_o.COLOR0.xyz = (Temp_2_2.xyz * _mtl_u._Color.xyz);
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_mtl_o.COLOR0.w = (_mtl_u._Color.w * _mtl_u._ReflectColor.w);
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_mtl_o.gl_Position = phase0_Output2_1;
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return _mtl_o;
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}
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// stats: 88 alu 0 tex 2 flow
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// inputs: 3
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// #0: in_POSITION0 (high float) 4x1 [-1] loc 0
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// #1: in_NORMAL0 (high float) 4x1 [-1] loc 1
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// #2: in_TEXCOORD0 (high float) 4x1 [-1] loc 2
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// uniforms: 11 (total size: 768)
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// #0: unity_LightColor (high float) 4x1 [8] loc 0
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// #1: unity_LightPosition (high float) 4x1 [8] loc 128
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// #2: unity_LightAtten (high float) 4x1 [8] loc 256
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// #3: unity_SpotDirection (high float) 4x1 [8] loc 384
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// #4: glstate_matrix_mvp (high float) 4x4 [-1] loc 512
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// #5: glstate_matrix_modelview0 (high float) 4x4 [-1] loc 576
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// #6: glstate_matrix_invtrans_modelview0 (high float) 4x4 [-1] loc 640
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// #7: glstate_lightmodel_ambient (high float) 4x1 [-1] loc 704
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// #8: _MainTex_ST (high float) 4x1 [-1] loc 720
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// #9: _Color (high float) 4x1 [-1] loc 736
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// #10: _ReflectColor (high float) 4x1 [-1] loc 752
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