mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-25 09:08:22 -05:00
178 lines
5.6 KiB
Text
178 lines
5.6 KiB
Text
#include <metal_stdlib>
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using namespace metal;
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struct xlatMtlShaderInput {
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float4 _inVertex [[attribute(0)]];
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half3 _inNormal [[attribute(1)]];
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float4 _uv0 [[attribute(2)]];
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float4 _uv1 [[attribute(3)]];
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half4 _color [[attribute(4)]];
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};
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struct xlatMtlShaderOutput {
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float4 xlv_SV_POSITION;
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float2 xlv_TEXCOORD0;
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half4 xlv_TEXCOORD1;
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};
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struct xlatMtlShaderUniform {
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float _Bias;
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float _BlinkingTimeOffsScale;
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float4 _Color;
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float _FadeOutDistFar;
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float _FadeOutDistNear;
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float _MaxGrowSize;
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float _Multiplier;
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float _NoiseAmount;
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float _SizeGrowEndDist;
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float _SizeGrowStartDist;
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float4 _Time;
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float _TimeOffDuration;
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float _TimeOnDuration;
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float _VerticalBillboarding;
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float4x4 _World2Object;
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float3 _WorldSpaceCameraPos;
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float4x4 glstate_matrix_mvp;
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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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float3 tmpvar_1;
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float4 tmpvar_2;
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tmpvar_1 = float3(_mtl_i._inNormal);
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tmpvar_2 = float4(_mtl_i._color);
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half4 tmpvar_3;
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float noiseWave_4;
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float noiseTime_5;
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float wave_6;
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float time_7;
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float3 BBLocalPos_8;
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float3 localDir_9;
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float3 centerLocal_10;
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float3 centerOffs_11;
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float3 tmpvar_12;
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tmpvar_12.z = 0.0;
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tmpvar_12.xy = (float2(0.5, 0.5) - tmpvar_2.xy);
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centerOffs_11 = (tmpvar_12 * _mtl_i._uv1.xyy);
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centerLocal_10 = (_mtl_i._inVertex.xyz + centerOffs_11);
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float4 tmpvar_13;
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tmpvar_13.w = 1.0;
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tmpvar_13.xyz = _mtl_u._WorldSpaceCameraPos;
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localDir_9 = ((_mtl_u._World2Object * tmpvar_13).xyz - centerLocal_10);
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localDir_9.y = (localDir_9.y * _mtl_u._VerticalBillboarding);
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float tmpvar_14;
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tmpvar_14 = sqrt(dot (localDir_9, localDir_9));
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float3 dir_15;
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dir_15 = (localDir_9 / tmpvar_14);
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float tmpvar_16;
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tmpvar_16 = abs(dir_15.y);
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float3 tmpvar_17;
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if ((tmpvar_16 > 0.999)) {
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tmpvar_17 = float3(0.0, 0.0, 1.0);
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} else {
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tmpvar_17 = float3(0.0, 1.0, 0.0);
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};
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float3 tmpvar_18;
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tmpvar_18 = normalize(((tmpvar_17.yzx * dir_15.zxy) - (tmpvar_17.zxy * dir_15.yzx)));
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float3 tmpvar_19;
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tmpvar_19 = ((dir_15.yzx * tmpvar_18.zxy) - (dir_15.zxy * tmpvar_18.yzx));
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float tmpvar_20;
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tmpvar_20 = min ((max (
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(tmpvar_14 - _mtl_u._SizeGrowStartDist)
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, 0.0) / _mtl_u._SizeGrowEndDist), 1.0);
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BBLocalPos_8 = ((centerLocal_10 - (
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(tmpvar_18 * centerOffs_11.x)
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+
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(tmpvar_19 * centerOffs_11.y)
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)) + ((
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(tmpvar_18 * tmpvar_1.x)
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+
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(tmpvar_19 * tmpvar_1.y)
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) * (
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(tmpvar_20 * tmpvar_20)
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*
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(_mtl_u._MaxGrowSize * tmpvar_2.w)
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)));
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time_7 = (_mtl_u._Time.y + (_mtl_u._BlinkingTimeOffsScale * tmpvar_2.z));
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float y_21;
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y_21 = (_mtl_u._TimeOnDuration + _mtl_u._TimeOffDuration);
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float tmpvar_22;
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tmpvar_22 = (time_7 / y_21);
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float tmpvar_23;
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tmpvar_23 = (fract(abs(tmpvar_22)) * y_21);
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float tmpvar_24;
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if ((tmpvar_22 >= 0.0)) {
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tmpvar_24 = tmpvar_23;
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} else {
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tmpvar_24 = -(tmpvar_23);
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};
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float tmpvar_25;
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tmpvar_25 = clamp ((tmpvar_24 / (_mtl_u._TimeOnDuration * 0.25)), 0.0, 1.0);
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float edge0_26;
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edge0_26 = (_mtl_u._TimeOnDuration * 0.75);
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float tmpvar_27;
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tmpvar_27 = clamp (((tmpvar_24 - edge0_26) / (_mtl_u._TimeOnDuration - edge0_26)), 0.0, 1.0);
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wave_6 = ((tmpvar_25 * (tmpvar_25 *
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(3.0 - (2.0 * tmpvar_25))
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)) * (1.0 - (tmpvar_27 *
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(tmpvar_27 * (3.0 - (2.0 * tmpvar_27)))
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)));
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noiseTime_5 = (time_7 * (6.28319 / _mtl_u._TimeOnDuration));
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noiseWave_4 = ((_mtl_u._NoiseAmount * (
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sin(noiseTime_5)
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*
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((0.5 * cos((
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(noiseTime_5 * 0.6366)
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+ 56.7272))) + 0.5)
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)) + (1.0 - _mtl_u._NoiseAmount));
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float tmpvar_28;
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if ((_mtl_u._NoiseAmount < 0.01)) {
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tmpvar_28 = wave_6;
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} else {
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tmpvar_28 = noiseWave_4;
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};
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wave_6 = (tmpvar_28 + _mtl_u._Bias);
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float4 tmpvar_29;
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tmpvar_29.w = 1.0;
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tmpvar_29.xyz = BBLocalPos_8;
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float ffadeout_30;
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float nfadeout_31;
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float tmpvar_32;
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tmpvar_32 = clamp ((tmpvar_14 / _mtl_u._FadeOutDistNear), 0.0, 1.0);
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ffadeout_30 = (1.0 - clamp ((
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max ((tmpvar_14 - _mtl_u._FadeOutDistFar), 0.0)
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* 0.2), 0.0, 1.0));
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ffadeout_30 = (ffadeout_30 * ffadeout_30);
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nfadeout_31 = (tmpvar_32 * tmpvar_32);
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nfadeout_31 = (nfadeout_31 * nfadeout_31);
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nfadeout_31 = (nfadeout_31 * ffadeout_30);
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tmpvar_3 = half4(((nfadeout_31 * _mtl_u._Color) * (_mtl_u._Multiplier * wave_6)));
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_mtl_o.xlv_SV_POSITION = (_mtl_u.glstate_matrix_mvp * tmpvar_29);
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_mtl_o.xlv_TEXCOORD0 = _mtl_i._uv0.xy;
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_mtl_o.xlv_TEXCOORD1 = tmpvar_3;
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return _mtl_o;
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}
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// stats: 95 alu 0 tex 3 flow
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// inputs: 5
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// #0: _inVertex (high float) 4x1 [-1] loc 0
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// #1: _inNormal (medium float) 3x1 [-1] loc 1
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// #2: _uv0 (high float) 4x1 [-1] loc 2
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// #3: _uv1 (high float) 4x1 [-1] loc 3
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// #4: _color (low float) 4x1 [-1] loc 4
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// uniforms: 17 (total size: 240)
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// #0: _Bias (high float) 1x1 [-1] loc 0
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// #1: _BlinkingTimeOffsScale (high float) 1x1 [-1] loc 4
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// #2: _Color (high float) 4x1 [-1] loc 16
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// #3: _FadeOutDistFar (high float) 1x1 [-1] loc 32
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// #4: _FadeOutDistNear (high float) 1x1 [-1] loc 36
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// #5: _MaxGrowSize (high float) 1x1 [-1] loc 40
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// #6: _Multiplier (high float) 1x1 [-1] loc 44
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// #7: _NoiseAmount (high float) 1x1 [-1] loc 48
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// #8: _SizeGrowEndDist (high float) 1x1 [-1] loc 52
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// #9: _SizeGrowStartDist (high float) 1x1 [-1] loc 56
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// #10: _Time (high float) 4x1 [-1] loc 64
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// #11: _TimeOffDuration (high float) 1x1 [-1] loc 80
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// #12: _TimeOnDuration (high float) 1x1 [-1] loc 84
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// #13: _VerticalBillboarding (high float) 1x1 [-1] loc 88
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// #14: _World2Object (high float) 4x4 [-1] loc 96
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// #15: _WorldSpaceCameraPos (high float) 3x1 [-1] loc 160
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// #16: glstate_matrix_mvp (high float) 4x4 [-1] loc 176
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