#include #include using namespace metal; struct VertexOutput { float4 HPosition; float4 Uv_EdgeDistance1; float4 UvStuds_EdgeDistance2; float4 Color; float4 LightPosition_Fog; float4 View_Depth; float4 Normal_SpecPower; float3 Tangent; float4 PosLightSpace_Reflectance; float studIndex; }; struct Surface { float3 albedo; float3 normal; float specular; float gloss; float reflectance; float opacity; }; struct SurfaceInput { float4 Color; float2 Uv; float2 UvStuds; }; struct Globals { float4x4 ViewProjection; float4 ViewRight; float4 ViewUp; float4 ViewDir; float3 CameraPosition; float3 AmbientColor; float3 Lamp0Color; float3 Lamp0Dir; float3 Lamp1Color; float4 FogParams; float3 FogColor; float4 LightBorder; float4 LightConfig0; float4 LightConfig1; float4 LightConfig2; float4 LightConfig3; float4 RefractionBias_FadeDistance_GlowFactor; float4 OutlineBrightness_ShadowInfo; float4 ShadowMatrix0; float4 ShadowMatrix1; float4 ShadowMatrix2; }; struct CB0 { Globals CB0; }; struct Params { float4 LqmatFarTilingFactor; }; struct CB2 { Params CB2; }; constant VertexOutput _121 = {}; constant SurfaceInput _122 = {}; constant float2 _123 = {}; constant float4 _124 = {}; constant Surface _125 = {}; constant float4 _192 = {}; constant float4 _219 = {}; constant float4 _297 = {}; struct main0_out { float4 _entryPointOutput [[color(0)]]; }; struct main0_in { float4 IN_Uv_EdgeDistance1 [[user(locn0)]]; float4 IN_UvStuds_EdgeDistance2 [[user(locn1)]]; float4 IN_Color [[user(locn2)]]; float4 IN_LightPosition_Fog [[user(locn3)]]; float4 IN_View_Depth [[user(locn4)]]; float4 IN_Normal_SpecPower [[user(locn5)]]; float3 IN_Tangent [[user(locn6)]]; float4 IN_PosLightSpace_Reflectance [[user(locn7)]]; float IN_studIndex [[user(locn8)]]; }; fragment main0_out main0(main0_in in [[stage_in]], constant CB0& _19 [[buffer(0)]], texture3d LightMapTexture [[texture(0)]], texture2d ShadowMapTexture [[texture(1)]], texturecube EnvironmentMapTexture [[texture(2)]], texture2d DiffuseMapTexture [[texture(3)]], texture2d NormalMapTexture [[texture(4)]], texture2d NormalDetailMapTexture [[texture(5)]], texture2d StudsMapTexture [[texture(6)]], texture2d SpecularMapTexture [[texture(7)]], sampler LightMapSampler [[sampler(0)]], sampler ShadowMapSampler [[sampler(1)]], sampler EnvironmentMapSampler [[sampler(2)]], sampler DiffuseMapSampler [[sampler(3)]], sampler NormalMapSampler [[sampler(4)]], sampler NormalDetailMapSampler [[sampler(5)]], sampler StudsMapSampler [[sampler(6)]], sampler SpecularMapSampler [[sampler(7)]], float4 gl_FragCoord [[position]]) { main0_out out = {}; VertexOutput _128 = _121; _128.HPosition = gl_FragCoord; VertexOutput _130 = _128; _130.Uv_EdgeDistance1 = in.IN_Uv_EdgeDistance1; VertexOutput _132 = _130; _132.UvStuds_EdgeDistance2 = in.IN_UvStuds_EdgeDistance2; VertexOutput _134 = _132; _134.Color = in.IN_Color; VertexOutput _136 = _134; _136.LightPosition_Fog = in.IN_LightPosition_Fog; VertexOutput _138 = _136; _138.View_Depth = in.IN_View_Depth; VertexOutput _140 = _138; _140.Normal_SpecPower = in.IN_Normal_SpecPower; VertexOutput _142 = _140; _142.Tangent = in.IN_Tangent; VertexOutput _144 = _142; _144.PosLightSpace_Reflectance = in.IN_PosLightSpace_Reflectance; VertexOutput _146 = _144; _146.studIndex = in.IN_studIndex; SurfaceInput _147 = _122; _147.Color = in.IN_Color; SurfaceInput _149 = _147; _149.Uv = in.IN_Uv_EdgeDistance1.xy; SurfaceInput _151 = _149; _151.UvStuds = in.IN_UvStuds_EdgeDistance2.xy; SurfaceInput _156 = _151; _156.UvStuds.y = (fract(_151.UvStuds.y) + in.IN_studIndex) * 0.25; float _163 = _146.View_Depth.w * _19.CB0.RefractionBias_FadeDistance_GlowFactor.y; float _165 = fast::clamp(1.0 - _163, 0.0, 1.0); float2 _166 = in.IN_Uv_EdgeDistance1.xy * 1.0; bool _173; float4 _193; for (;;) { _173 = 0.0 == 0.0; if (_173) { _193 = DiffuseMapTexture.sample(DiffuseMapSampler, _166); break; } else { float _180 = 1.0 / (1.0 - 0.0); _193 = mix(DiffuseMapTexture.sample(DiffuseMapSampler, (_166 * 0.25)), DiffuseMapTexture.sample(DiffuseMapSampler, _166), float4(fast::clamp((fast::clamp(1.0 - (_146.View_Depth.w * 0.00333332992158830165863037109375), 0.0, 1.0) * _180) - (0.0 * _180), 0.0, 1.0))); break; } _193 = _192; break; } float4 _220; for (;;) { if (_173) { _220 = NormalMapTexture.sample(NormalMapSampler, _166); break; } else { float _207 = 1.0 / (1.0 - 0.0); _220 = mix(NormalMapTexture.sample(NormalMapSampler, (_166 * 0.25)), NormalMapTexture.sample(NormalMapSampler, _166), float4(fast::clamp((_165 * _207) - (0.0 * _207), 0.0, 1.0))); break; } _220 = _219; break; } float2 _223 = float2(1.0); float2 _224 = (_220.wy * 2.0) - _223; float3 _232 = float3(_224, sqrt(fast::clamp(1.0 + dot(-_224, _224), 0.0, 1.0))); float2 _240 = (NormalDetailMapTexture.sample(NormalDetailMapSampler, (_166 * 0.0)).wy * 2.0) - _223; float2 _252 = _232.xy + (float3(_240, sqrt(fast::clamp(1.0 + dot(-_240, _240), 0.0, 1.0))).xy * 0.0); float3 _253 = float3(_252.x, _252.y, _232.z); float2 _255 = _253.xy * _165; float3 _256 = float3(_255.x, _255.y, _253.z); float3 _271 = ((in.IN_Color.xyz * (_193 * 1.0).xyz) * (1.0 + (_256.x * 0.300000011920928955078125))) * (StudsMapTexture.sample(StudsMapSampler, _156.UvStuds).x * 2.0); float4 _298; for (;;) { if (0.75 == 0.0) { _298 = SpecularMapTexture.sample(SpecularMapSampler, _166); break; } else { float _285 = 1.0 / (1.0 - 0.75); _298 = mix(SpecularMapTexture.sample(SpecularMapSampler, (_166 * 0.25)), SpecularMapTexture.sample(SpecularMapSampler, _166), float4(fast::clamp((_165 * _285) - (0.75 * _285), 0.0, 1.0))); break; } _298 = _297; break; } float2 _303 = mix(float2(0.800000011920928955078125, 120.0), (_298.xy * float2(2.0, 256.0)) + float2(0.0, 0.00999999977648258209228515625), float2(_165)); Surface _304 = _125; _304.albedo = _271; Surface _305 = _304; _305.normal = _256; float _306 = _303.x; Surface _307 = _305; _307.specular = _306; float _308 = _303.y; Surface _309 = _307; _309.gloss = _308; float _312 = (_298.xy.y * _165) * 0.0; Surface _313 = _309; _313.reflectance = _312; float4 _318 = float4(_271, _146.Color.w); float3 _329 = normalize(((in.IN_Tangent * _313.normal.x) + (cross(in.IN_Normal_SpecPower.xyz, in.IN_Tangent) * _313.normal.y)) + (in.IN_Normal_SpecPower.xyz * _313.normal.z)); float3 _332 = -_19.CB0.Lamp0Dir; float _333 = dot(_329, _332); float _357 = fast::clamp(dot(step(_19.CB0.LightConfig3.xyz, abs(in.IN_LightPosition_Fog.xyz - _19.CB0.LightConfig2.xyz)), float3(1.0)), 0.0, 1.0); float4 _368 = mix(LightMapTexture.sample(LightMapSampler, (in.IN_LightPosition_Fog.xyz.yzx - (in.IN_LightPosition_Fog.xyz.yzx * _357))), _19.CB0.LightBorder, float4(_357)); float2 _376 = ShadowMapTexture.sample(ShadowMapSampler, in.IN_PosLightSpace_Reflectance.xyz.xy).xy; float _392 = (1.0 - (((step(_376.x, in.IN_PosLightSpace_Reflectance.xyz.z) * fast::clamp(9.0 - (20.0 * abs(in.IN_PosLightSpace_Reflectance.xyz.z - 0.5)), 0.0, 1.0)) * _376.y) * _19.CB0.OutlineBrightness_ShadowInfo.w)) * _368.w; float3 _403 = mix(_318.xyz, EnvironmentMapTexture.sample(EnvironmentMapSampler, reflect(-in.IN_View_Depth.xyz, _329)).xyz, float3(_312)); float4 _404 = float4(_403.x, _403.y, _403.z, _318.w); float3 _422 = (((_19.CB0.AmbientColor + (((_19.CB0.Lamp0Color * fast::clamp(_333, 0.0, 1.0)) + (_19.CB0.Lamp1Color * fast::max(-_333, 0.0))) * _392)) + _368.xyz) * _404.xyz) + (_19.CB0.Lamp0Color * (((step(0.0, _333) * _306) * _392) * pow(fast::clamp(dot(_329, normalize(_332 + normalize(in.IN_View_Depth.xyz))), 0.0, 1.0), _308))); float4 _425 = float4(_422.x, _422.y, _422.z, _124.w); _425.w = _404.w; float2 _435 = fast::min(in.IN_Uv_EdgeDistance1.wz, in.IN_UvStuds_EdgeDistance2.wz); float _439 = fast::min(_435.x, _435.y) / _163; float3 _445 = _425.xyz * fast::clamp((fast::clamp((_163 * _19.CB0.OutlineBrightness_ShadowInfo.x) + _19.CB0.OutlineBrightness_ShadowInfo.y, 0.0, 1.0) * (1.5 - _439)) + _439, 0.0, 1.0); float4 _446 = float4(_445.x, _445.y, _445.z, _425.w); float3 _453 = mix(_19.CB0.FogColor, _446.xyz, float3(fast::clamp(_146.LightPosition_Fog.w, 0.0, 1.0))); out._entryPointOutput = float4(_453.x, _453.y, _453.z, _446.w); return out; }