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80 lines
2.6 KiB
Text
80 lines
2.6 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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half3 xlv_TEXCOORD1;
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float3 xlv_TEXCOORD2;
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};
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struct xlatMtlShaderOutput {
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half4 _glesFragData_0 [[color(0)]];
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};
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struct xlatMtlShaderUniform {
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float4 _WorldSpaceLightPos0;
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half4 _LightColor0;
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half4x4 _LightMatrix0;
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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> _LightTexture0 [[texture(0)]], sampler _mtlsmp__LightTexture0 [[sampler(0)]]
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, texture2d<half> _LightTextureB0 [[texture(1)]], sampler _mtlsmp__LightTextureB0 [[sampler(1)]]
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, texture2d<half> _MainTex [[texture(2)]], sampler _mtlsmp__MainTex [[sampler(2)]])
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{
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xlatMtlShaderOutput _mtl_o;
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half4 c_1;
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half atten_2;
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half4 lightCoord_3;
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float3 tmpvar_4;
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tmpvar_4 = normalize((_mtl_u._WorldSpaceLightPos0.xyz - _mtl_i.xlv_TEXCOORD2));
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half3 tmpvar_5;
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half tmpvar_6;
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half4 c_7;
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half4 tmpvar_8;
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tmpvar_8 = _MainTex.sample(_mtlsmp__MainTex, (float2)(_mtl_i.xlv_TEXCOORD0));
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c_7 = tmpvar_8;
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tmpvar_5 = c_7.xyz;
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tmpvar_6 = c_7.w;
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float4 tmpvar_9;
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tmpvar_9.w = 1.0;
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tmpvar_9.xyz = _mtl_i.xlv_TEXCOORD2;
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float4 tmpvar_10;
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tmpvar_10 = ((float4)(_mtl_u._LightMatrix0 * (half4)tmpvar_9));
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lightCoord_3 = half4(tmpvar_10);
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half4 tmpvar_11;
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half2 P_12;
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P_12 = ((lightCoord_3.xy / lightCoord_3.w) + (half)0.5);
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tmpvar_11 = _LightTexture0.sample(_mtlsmp__LightTexture0, (float2)(P_12));
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half tmpvar_13;
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tmpvar_13 = dot (lightCoord_3.xyz, lightCoord_3.xyz);
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half4 tmpvar_14;
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tmpvar_14 = _LightTextureB0.sample(_mtlsmp__LightTextureB0, (float2)(half2(tmpvar_13)));
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half tmpvar_15;
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tmpvar_15 = ((half(
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(lightCoord_3.z > (half)0.0)
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) * tmpvar_11.w) * tmpvar_14.w);
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atten_2 = tmpvar_15;
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half3 lightDir_16;
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lightDir_16 = half3(tmpvar_4);
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half4 c_17;
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c_17.xyz = ((tmpvar_5 * _mtl_u._LightColor0.xyz) * ((
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max ((half)0.0, dot (_mtl_i.xlv_TEXCOORD1, lightDir_16))
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* atten_2) * (half)2.0));
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c_17.w = tmpvar_6;
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c_1.xyz = c_17.xyz;
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c_1.w = half(0.0);
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_mtl_o._glesFragData_0 = c_1;
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return _mtl_o;
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}
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// stats: 18 alu 3 tex 0 flow
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// inputs: 3
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// #0: xlv_TEXCOORD0 (high float) 2x1 [-1]
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// #1: xlv_TEXCOORD1 (low float) 3x1 [-1]
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// #2: xlv_TEXCOORD2 (high float) 3x1 [-1]
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// uniforms: 3 (total size: 56)
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// #0: _WorldSpaceLightPos0 (high float) 4x1 [-1] loc 0
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// #1: _LightColor0 (low float) 4x1 [-1] loc 16
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// #2: _LightMatrix0 (medium float) 4x4 [-1] loc 24
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// textures: 3
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// #0: _LightTexture0 (low 2d) 0x0 [-1] loc 0
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// #1: _LightTextureB0 (low 2d) 0x0 [-1] loc 1
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// #2: _MainTex (low 2d) 0x0 [-1] loc 2
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