SPIRV-Cross/reference/shaders-ue4/asm/frag/subpass-input.ios.framebuffer-fetch.asm.frag

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#pragma clang diagnostic ignored "-Wmissing-prototypes"
#pragma clang diagnostic ignored "-Wmissing-braces"
#include <metal_stdlib>
#include <simd/simd.h>
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using namespace metal;
template<typename T, size_t Num>
struct spvUnsafeArray
{
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T elements[Num ? Num : 1];
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thread T& operator [] (size_t pos) thread
{
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return elements[pos];
}
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constexpr const thread T& operator [] (size_t pos) const thread
{
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return elements[pos];
}
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device T& operator [] (size_t pos) device
{
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return elements[pos];
}
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constexpr const device T& operator [] (size_t pos) const device
{
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return elements[pos];
}
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constexpr const constant T& operator [] (size_t pos) const constant
{
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return elements[pos];
}
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threadgroup T& operator [] (size_t pos) threadgroup
{
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return elements[pos];
}
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constexpr const threadgroup T& operator [] (size_t pos) const threadgroup
{
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return elements[pos];
}
};
struct type_View
{
float4x4 View_TranslatedWorldToClip;
float4x4 View_WorldToClip;
float4x4 View_TranslatedWorldToView;
float4x4 View_ViewToTranslatedWorld;
float4x4 View_TranslatedWorldToCameraView;
float4x4 View_CameraViewToTranslatedWorld;
float4x4 View_ViewToClip;
float4x4 View_ViewToClipNoAA;
float4x4 View_ClipToView;
float4x4 View_ClipToTranslatedWorld;
float4x4 View_SVPositionToTranslatedWorld;
float4x4 View_ScreenToWorld;
float4x4 View_ScreenToTranslatedWorld;
packed_float3 View_ViewForward;
float PrePadding_View_844;
packed_float3 View_ViewUp;
float PrePadding_View_860;
packed_float3 View_ViewRight;
float PrePadding_View_876;
packed_float3 View_HMDViewNoRollUp;
float PrePadding_View_892;
packed_float3 View_HMDViewNoRollRight;
float PrePadding_View_908;
float4 View_InvDeviceZToWorldZTransform;
float4 View_ScreenPositionScaleBias;
packed_float3 View_WorldCameraOrigin;
float PrePadding_View_956;
packed_float3 View_TranslatedWorldCameraOrigin;
float PrePadding_View_972;
packed_float3 View_WorldViewOrigin;
float PrePadding_View_988;
packed_float3 View_PreViewTranslation;
float PrePadding_View_1004;
float4x4 View_PrevProjection;
float4x4 View_PrevViewProj;
float4x4 View_PrevViewRotationProj;
float4x4 View_PrevViewToClip;
float4x4 View_PrevClipToView;
float4x4 View_PrevTranslatedWorldToClip;
float4x4 View_PrevTranslatedWorldToView;
float4x4 View_PrevViewToTranslatedWorld;
float4x4 View_PrevTranslatedWorldToCameraView;
float4x4 View_PrevCameraViewToTranslatedWorld;
packed_float3 View_PrevWorldCameraOrigin;
float PrePadding_View_1660;
packed_float3 View_PrevWorldViewOrigin;
float PrePadding_View_1676;
packed_float3 View_PrevPreViewTranslation;
float PrePadding_View_1692;
float4x4 View_PrevInvViewProj;
float4x4 View_PrevScreenToTranslatedWorld;
float4x4 View_ClipToPrevClip;
float4 View_TemporalAAJitter;
float4 View_GlobalClippingPlane;
float2 View_FieldOfViewWideAngles;
float2 View_PrevFieldOfViewWideAngles;
float4 View_ViewRectMin;
float4 View_ViewSizeAndInvSize;
float4 View_BufferSizeAndInvSize;
float4 View_BufferBilinearUVMinMax;
int View_NumSceneColorMSAASamples;
float View_PreExposure;
float View_OneOverPreExposure;
float PrePadding_View_2012;
float4 View_DiffuseOverrideParameter;
float4 View_SpecularOverrideParameter;
float4 View_NormalOverrideParameter;
float2 View_RoughnessOverrideParameter;
float View_PrevFrameGameTime;
float View_PrevFrameRealTime;
float View_OutOfBoundsMask;
float PrePadding_View_2084;
float PrePadding_View_2088;
float PrePadding_View_2092;
packed_float3 View_WorldCameraMovementSinceLastFrame;
float View_CullingSign;
float View_NearPlane;
float View_AdaptiveTessellationFactor;
float View_GameTime;
float View_RealTime;
float View_DeltaTime;
float View_MaterialTextureMipBias;
float View_MaterialTextureDerivativeMultiply;
uint View_Random;
uint View_FrameNumber;
uint View_StateFrameIndexMod8;
uint View_StateFrameIndex;
float View_CameraCut;
float View_UnlitViewmodeMask;
float PrePadding_View_2164;
float PrePadding_View_2168;
float PrePadding_View_2172;
float4 View_DirectionalLightColor;
packed_float3 View_DirectionalLightDirection;
float PrePadding_View_2204;
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spvUnsafeArray<float4, 2> View_TranslucencyLightingVolumeMin;
spvUnsafeArray<float4, 2> View_TranslucencyLightingVolumeInvSize;
float4 View_TemporalAAParams;
float4 View_CircleDOFParams;
float View_DepthOfFieldSensorWidth;
float View_DepthOfFieldFocalDistance;
float View_DepthOfFieldScale;
float View_DepthOfFieldFocalLength;
float View_DepthOfFieldFocalRegion;
float View_DepthOfFieldNearTransitionRegion;
float View_DepthOfFieldFarTransitionRegion;
float View_MotionBlurNormalizedToPixel;
float View_bSubsurfacePostprocessEnabled;
float View_GeneralPurposeTweak;
float View_DemosaicVposOffset;
float PrePadding_View_2348;
packed_float3 View_IndirectLightingColorScale;
float View_HDR32bppEncodingMode;
packed_float3 View_AtmosphericFogSunDirection;
float View_AtmosphericFogSunPower;
float View_AtmosphericFogPower;
float View_AtmosphericFogDensityScale;
float View_AtmosphericFogDensityOffset;
float View_AtmosphericFogGroundOffset;
float View_AtmosphericFogDistanceScale;
float View_AtmosphericFogAltitudeScale;
float View_AtmosphericFogHeightScaleRayleigh;
float View_AtmosphericFogStartDistance;
float View_AtmosphericFogDistanceOffset;
float View_AtmosphericFogSunDiscScale;
uint View_AtmosphericFogRenderMask;
uint View_AtmosphericFogInscatterAltitudeSampleNum;
float4 View_AtmosphericFogSunColor;
packed_float3 View_NormalCurvatureToRoughnessScaleBias;
float View_RenderingReflectionCaptureMask;
float4 View_AmbientCubemapTint;
float View_AmbientCubemapIntensity;
float View_SkyLightParameters;
float PrePadding_View_2488;
float PrePadding_View_2492;
float4 View_SkyLightColor;
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spvUnsafeArray<float4, 7> View_SkyIrradianceEnvironmentMap;
float View_MobilePreviewMode;
float View_HMDEyePaddingOffset;
float View_ReflectionCubemapMaxMip;
float View_ShowDecalsMask;
uint View_DistanceFieldAOSpecularOcclusionMode;
float View_IndirectCapsuleSelfShadowingIntensity;
float PrePadding_View_2648;
float PrePadding_View_2652;
packed_float3 View_ReflectionEnvironmentRoughnessMixingScaleBiasAndLargestWeight;
int View_StereoPassIndex;
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spvUnsafeArray<float4, 4> View_GlobalVolumeCenterAndExtent;
spvUnsafeArray<float4, 4> View_GlobalVolumeWorldToUVAddAndMul;
float View_GlobalVolumeDimension;
float View_GlobalVolumeTexelSize;
float View_MaxGlobalDistance;
float View_bCheckerboardSubsurfaceProfileRendering;
packed_float3 View_VolumetricFogInvGridSize;
float PrePadding_View_2828;
packed_float3 View_VolumetricFogGridZParams;
float PrePadding_View_2844;
float2 View_VolumetricFogSVPosToVolumeUV;
float View_VolumetricFogMaxDistance;
float PrePadding_View_2860;
packed_float3 View_VolumetricLightmapWorldToUVScale;
float PrePadding_View_2876;
packed_float3 View_VolumetricLightmapWorldToUVAdd;
float PrePadding_View_2892;
packed_float3 View_VolumetricLightmapIndirectionTextureSize;
float View_VolumetricLightmapBrickSize;
packed_float3 View_VolumetricLightmapBrickTexelSize;
float View_StereoIPD;
float View_IndirectLightingCacheShowFlag;
float View_EyeToPixelSpreadAngle;
};
struct type_Globals
{
float3 SoftTransitionScale;
float4 ShadowBufferSize;
float ShadowFadeFraction;
float ShadowSharpen;
float4 LightPositionAndInvRadius;
float4x4 ScreenToShadowMatrix;
float2 ProjectionDepthBiasParameters;
float4 ModulatedShadowColor;
float4 ShadowTileOffsetAndSize;
};
constant float4 _58 = {};
struct main0_out
{
float4 out_var_SV_Target0 [[color(0)]];
};
fragment main0_out main0(constant type_View& View [[buffer(0)]], constant type_Globals& _Globals [[buffer(1)]], float4 _gl_LastFragData [[color(0)]], texture2d<float> ShadowDepthTexture [[texture(1)]], sampler ShadowDepthTextureSampler [[sampler(0)]], float4 gl_FragCoord [[position]])
{
main0_out out = {};
float4 _67 = _gl_LastFragData;
float _68 = _67.w;
float4 _82 = _Globals.ScreenToShadowMatrix * float4((((gl_FragCoord.xy * View.View_BufferSizeAndInvSize.zw) - View.View_ScreenPositionScaleBias.wz) / View.View_ScreenPositionScaleBias.xy) * float2(_68), _68, 1.0);
float _118 = fast::clamp(((fast::clamp((ShadowDepthTexture.sample(ShadowDepthTextureSampler, (((_82.xyz / float3(_82.w)).xy * _Globals.ShadowTileOffsetAndSize.zw).xy + _Globals.ShadowTileOffsetAndSize.xy).xy, level(0.0)).xxx * float3(_Globals.SoftTransitionScale.z)) - float3((fast::min(_82.z, 0.999989986419677734375) * _Globals.SoftTransitionScale.z) - 1.0), float3(0.0), float3(1.0)).x - 0.5) * _Globals.ShadowSharpen) + 0.5, 0.0, 1.0);
float3 _127 = mix(_Globals.ModulatedShadowColor.xyz, float3(1.0), float3(mix(1.0, _118 * _118, _Globals.ShadowFadeFraction)));
float4 _129 = float4(_127.x, _127.y, _127.z, _58.w);
_129.w = 0.0;
out.out_var_SV_Target0 = _129;
return out;
}