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40 lines
1.3 KiB
Text
40 lines
1.3 KiB
Text
#include <metal_stdlib>
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using namespace metal;
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struct xlatMtlShaderInput {
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float2 xlv_uv;
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half3 xlv_nl;
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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 _TerrainTreeLightColors[4];
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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> _MainTex [[texture(0)]], sampler _mtlsmp__MainTex [[sampler(0)]])
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{
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xlatMtlShaderOutput _mtl_o;
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half4 tmpvar_1;
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half3 light_2;
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half4 col_3;
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col_3 = _MainTex.sample(_mtlsmp__MainTex, (float2)(_mtl_i.xlv_uv));
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light_2 = ((col_3.xyz * _mtl_i.xlv_nl.x) * _mtl_u._TerrainTreeLightColors[0].xyz);
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light_2 = (light_2 + ((col_3.xyz * _mtl_i.xlv_nl.y) * _mtl_u._TerrainTreeLightColors[1].xyz));
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light_2 = (light_2 + ((col_3.xyz * _mtl_i.xlv_nl.z) * _mtl_u._TerrainTreeLightColors[2].xyz));
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half4 tmpvar_4;
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tmpvar_4.w = half(1.0);
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tmpvar_4.xyz = light_2;
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tmpvar_1 = tmpvar_4;
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_mtl_o._fragData = tmpvar_1;
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return _mtl_o;
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}
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// stats: 9 alu 1 tex 0 flow
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// inputs: 2
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// #0: xlv_uv (high float) 2x1 [-1]
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// #1: xlv_nl (medium float) 3x1 [-1]
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// uniforms: 1 (total size: 32)
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// #0: _TerrainTreeLightColors (medium float) 4x1 [4] loc 0
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// textures: 1
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// #0: _MainTex (low 2d) 0x0 [-1] loc 0
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