#include #include using namespace metal; 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; float4 View_TranslucencyLightingVolumeMin[2]; float4 View_TranslucencyLightingVolumeInvSize[2]; 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; float4 View_SkyIrradianceEnvironmentMap[7]; 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; float4 View_GlobalVolumeCenterAndExtent[4]; float4 View_GlobalVolumeWorldToUVAddAndMul[4]; 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_MobileDirectionalLight { float4 MobileDirectionalLight_DirectionalLightColor; float4 MobileDirectionalLight_DirectionalLightDirectionAndShadowTransition; float4 MobileDirectionalLight_DirectionalLightShadowSize; float4 MobileDirectionalLight_DirectionalLightDistanceFadeMAD; float4 MobileDirectionalLight_DirectionalLightShadowDistances; float4x4 MobileDirectionalLight_DirectionalLightScreenToShadow[4]; }; struct type_Globals { int NumDynamicPointLights; float4 LightPositionAndInvRadius[4]; float4 LightColorAndFalloffExponent[4]; float4 MobileReflectionParams; }; constant float3 _136 = {}; constant float4 _137 = {}; constant float _138 = {}; constant float3 _139 = {}; struct main0_out { float4 out_var_SV_Target0 [[color(0)]]; }; struct main0_in { float2 in_var_TEXCOORD0 [[user(locn0)]]; float4 in_var_TEXCOORD7 [[user(locn1)]]; float4 in_var_TEXCOORD8 [[user(locn2)]]; }; fragment main0_out main0(main0_in in [[stage_in]], constant type_View& View [[buffer(0)]], constant type_MobileDirectionalLight& MobileDirectionalLight [[buffer(1)]], constant type_Globals& _Globals [[buffer(2)]], texture2d MobileDirectionalLight_DirectionalLightShadowTexture [[texture(0)]], texture2d Material_Texture2D_0 [[texture(1)]], texture2d Material_Texture2D_1 [[texture(2)]], texturecube ReflectionCubemap [[texture(3)]], sampler MobileDirectionalLight_DirectionalLightShadowSampler [[sampler(0)]], sampler Material_Texture2D_0Sampler [[sampler(1)]], sampler Material_Texture2D_1Sampler [[sampler(2)]], sampler ReflectionCubemapSampler [[sampler(3)]], float4 gl_FragCoord [[position]]) { main0_out out = {}; float4 _177 = float4((((gl_FragCoord.xy - View.View_ViewRectMin.xy) * View.View_ViewSizeAndInvSize.zw) - float2(0.5)) * float2(2.0, -2.0), _138, 1.0) * float4(gl_FragCoord.w); float3 _179 = in.in_var_TEXCOORD8.xyz - float3(View.View_PreViewTranslation); float3 _181 = fast::normalize(-in.in_var_TEXCOORD8.xyz); float4 _187 = Material_Texture2D_0.sample(Material_Texture2D_0Sampler, (in.in_var_TEXCOORD0 * float2(10.0))); float2 _190 = (_187.xy * float2(2.0)) - float2(1.0); float3 _206 = fast::normalize(float3x3(float3(1.0, 0.0, 0.0), float3(0.0, 1.0, 0.0), float3(0.0, 0.0, 1.0)) * (((float4(_190, sqrt(fast::clamp(1.0 - dot(_190, _190), 0.0, 1.0)), 1.0).xyz * float3(0.300000011920928955078125, 0.300000011920928955078125, 1.0)) * float3(View.View_NormalOverrideParameter.w)) + View.View_NormalOverrideParameter.xyz)); float _208 = dot(_206, _181); float4 _217 = Material_Texture2D_1.sample(Material_Texture2D_1Sampler, (in.in_var_TEXCOORD0 * float2(20.0))); float _219 = mix(0.4000000059604644775390625, 1.0, _217.x); float4 _223 = Material_Texture2D_1.sample(Material_Texture2D_1Sampler, (in.in_var_TEXCOORD0 * float2(5.0))); float _224 = _177.w; float _228 = fast::min(fast::max((_224 - 24.0) * 0.000666666659526526927947998046875, 0.0), 1.0); float _229 = _223.y; float4 _233 = Material_Texture2D_1.sample(Material_Texture2D_1Sampler, (in.in_var_TEXCOORD0 * float2(0.5))); float _235 = _233.y; float _253 = fast::clamp((fast::min(fast::max(mix(0.0, 0.5, _235) + mix(mix(0.699999988079071044921875, 1.0, _229), 1.0, _228), 0.0), 1.0) * View.View_RoughnessOverrideParameter.y) + View.View_RoughnessOverrideParameter.x, 0.119999997317790985107421875, 1.0); float2 _257 = (float2(_253) * float2(-1.0, -0.0274999998509883880615234375)) + float2(1.0, 0.0425000004470348358154296875); float _258 = _257.x; float3 _270 = (fast::clamp(float3(mix(_219, 1.0 - _219, mix(_229, 1.0, _228)) * (mix(0.2949999868869781494140625, 0.660000026226043701171875, mix(_235 + mix(_229, 0.0, _228), 0.5, 0.5)) * 0.5)), float3(0.0), float3(1.0)) * float3(View.View_DiffuseOverrideParameter.w)) + View.View_DiffuseOverrideParameter.xyz; float3 _275 = float3(((fast::min(_258 * _258, exp2((-9.27999973297119140625) * fast::max(_208, 0.0))) * _258) + _257.y) * View.View_SpecularOverrideParameter.w) + View.View_SpecularOverrideParameter.xyz; float _276 = _275.x; float4 _303; int _286 = 0; for (;;) { if (_286 < 2) { if (_224 < MobileDirectionalLight.MobileDirectionalLight_DirectionalLightShadowDistances[uint(_286)]) { _303 = MobileDirectionalLight.MobileDirectionalLight_DirectionalLightScreenToShadow[_286] * float4(_177.xy, _224, 1.0); break; } _286++; continue; } else { _303 = float4(0.0); break; } } float _423; if (_303.z > 0.0) { float2 _311 = _303.xy * MobileDirectionalLight.MobileDirectionalLight_DirectionalLightShadowSize.xy; float2 _312 = fract(_311); float2 _313 = floor(_311); float3 _320; _320.x = MobileDirectionalLight_DirectionalLightShadowTexture.sample(MobileDirectionalLight_DirectionalLightShadowSampler, ((_313 + float2(-0.5)) * MobileDirectionalLight.MobileDirectionalLight_DirectionalLightShadowSize.zw), level(0.0)).x; _320.y = MobileDirectionalLight_DirectionalLightShadowTexture.sample(MobileDirectionalLight_DirectionalLightShadowSampler, ((_313 + float2(0.5, -0.5)) * MobileDirectionalLight.MobileDirectionalLight_DirectionalLightShadowSize.zw), level(0.0)).x; _320.z = MobileDirectionalLight_DirectionalLightShadowTexture.sample(MobileDirectionalLight_DirectionalLightShadowSampler, ((_313 + float2(1.5, -0.5)) * MobileDirectionalLight.MobileDirectionalLight_DirectionalLightShadowSize.zw), level(0.0)).x; float3 _335 = float3(MobileDirectionalLight.MobileDirectionalLight_DirectionalLightDirectionAndShadowTransition.w); float3 _337 = float3((fast::min(_303.z, 0.999989986419677734375) * MobileDirectionalLight.MobileDirectionalLight_DirectionalLightDirectionAndShadowTransition.w) - 1.0); float3 _339 = fast::clamp((_320 * _335) - _337, float3(0.0), float3(1.0)); float3 _345; _345.x = MobileDirectionalLight_DirectionalLightShadowTexture.sample(MobileDirectionalLight_DirectionalLightShadowSampler, ((_313 + float2(-0.5, 0.5)) * MobileDirectionalLight.MobileDirectionalLight_DirectionalLightShadowSize.zw), level(0.0)).x; _345.y = MobileDirectionalLight_DirectionalLightShadowTexture.sample(MobileDirectionalLight_DirectionalLightShadowSampler, ((_313 + float2(0.5)) * MobileDirectionalLight.MobileDirectionalLight_DirectionalLightShadowSize.zw), level(0.0)).x; _345.z = MobileDirectionalLight_DirectionalLightShadowTexture.sample(MobileDirectionalLight_DirectionalLightShadowSampler, ((_313 + float2(1.5, 0.5)) * MobileDirectionalLight.MobileDirectionalLight_DirectionalLightShadowSize.zw), level(0.0)).x; float3 _360 = fast::clamp((_345 * _335) - _337, float3(0.0), float3(1.0)); float3 _366; _366.x = MobileDirectionalLight_DirectionalLightShadowTexture.sample(MobileDirectionalLight_DirectionalLightShadowSampler, ((_313 + float2(-0.5, 1.5)) * MobileDirectionalLight.MobileDirectionalLight_DirectionalLightShadowSize.zw), level(0.0)).x; _366.y = MobileDirectionalLight_DirectionalLightShadowTexture.sample(MobileDirectionalLight_DirectionalLightShadowSampler, ((_313 + float2(0.5, 1.5)) * MobileDirectionalLight.MobileDirectionalLight_DirectionalLightShadowSize.zw), level(0.0)).x; _366.z = MobileDirectionalLight_DirectionalLightShadowTexture.sample(MobileDirectionalLight_DirectionalLightShadowSampler, ((_313 + float2(1.5)) * MobileDirectionalLight.MobileDirectionalLight_DirectionalLightShadowSize.zw), level(0.0)).x; float3 _381 = fast::clamp((_366 * _335) - _337, float3(0.0), float3(1.0)); float _383 = _312.x; float _384 = 1.0 - _383; float3 _399; _399.x = ((_339.x * _384) + _339.y) + (_339.z * _383); _399.y = ((_360.x * _384) + _360.y) + (_360.z * _383); _399.z = ((_381.x * _384) + _381.y) + (_381.z * _383); float _408 = _312.y; float _420 = fast::clamp((_224 * MobileDirectionalLight.MobileDirectionalLight_DirectionalLightDistanceFadeMAD.x) + MobileDirectionalLight.MobileDirectionalLight_DirectionalLightDistanceFadeMAD.y, 0.0, 1.0); _423 = mix(fast::clamp(0.25 * dot(_399, float3(1.0 - _408, 1.0, _408)), 0.0, 1.0), 1.0, _420 * _420); } else { _423 = 1.0; } float3 _429 = fast::normalize(_181 + MobileDirectionalLight.MobileDirectionalLight_DirectionalLightDirectionAndShadowTransition.xyz); float _439 = (_253 * 0.25) + 0.25; float3 _440 = cross(_206, _429); float _442 = _253 * _253; float _443 = fast::max(0.0, dot(_206, _429)) * _442; float _446 = _442 / (dot(_440, _440) + (_443 * _443)); bool _458 = float(_Globals.MobileReflectionParams.w > 0.0) != 0.0; float4 _468 = ReflectionCubemap.sample(ReflectionCubemapSampler, ((-_181) + ((_206 * float3(_208)) * float3(2.0))), level(((_458 ? _Globals.MobileReflectionParams.w : View.View_ReflectionCubemapMaxMip) - 1.0) - (1.0 - (1.2000000476837158203125 * log2(_253))))); float3 _481; if (_458) { _481 = _468.xyz * View.View_SkyLightColor.xyz; } else { float3 _476 = _468.xyz * float3(_468.w * 16.0); _481 = _476 * _476; } float3 _484 = float3(_276); float3 _488; _488 = ((float3(_423 * fast::max(0.0, dot(_206, MobileDirectionalLight.MobileDirectionalLight_DirectionalLightDirectionAndShadowTransition.xyz))) * MobileDirectionalLight.MobileDirectionalLight_DirectionalLightColor.xyz) * (_270 + float3(_276 * (_439 * fast::min(_446 * _446, 65504.0))))) + ((_481 * float3(fast::clamp(1.0, 0.0, 1.0))) * _484); float3 _507; float _509; float _511; float _537; int _491 = 0; for (;;) { if (_491 < _Globals.NumDynamicPointLights) { float3 _501 = _Globals.LightPositionAndInvRadius[_491].xyz - _179; float _502 = dot(_501, _501); float3 _505 = _501 * float3(rsqrt(_502)); _507 = fast::normalize(_181 + _505); _509 = fast::max(0.0, dot(_206, _505)); _511 = fast::max(0.0, dot(_206, _507)); if (_Globals.LightColorAndFalloffExponent[_491].w == 0.0) { float _531 = _502 * (_Globals.LightPositionAndInvRadius[_491].w * _Globals.LightPositionAndInvRadius[_491].w); float _534 = fast::clamp(1.0 - (_531 * _531), 0.0, 1.0); _537 = (1.0 / (_502 + 1.0)) * (_534 * _534); } else { float3 _521 = _501 * float3(_Globals.LightPositionAndInvRadius[_491].w); _537 = pow(1.0 - fast::clamp(dot(_521, _521), 0.0, 1.0), _Globals.LightColorAndFalloffExponent[_491].w); } float3 _544 = cross(_206, _507); float _546 = _511 * _442; float _549 = _442 / (dot(_544, _544) + (_546 * _546)); _488 += fast::min(float3(65000.0), ((float3(_537 * _509) * _Globals.LightColorAndFalloffExponent[_491].xyz) * float3(0.3183098733425140380859375)) * (_270 + float3(_276 * (_439 * fast::min(_549 * _549, 65504.0))))); _491++; continue; } else { break; } } float3 _567 = (mix(_488 + fast::max(float3(0.0), float3(0.0)), _270 + _484, float3(View.View_UnlitViewmodeMask)) * float3(in.in_var_TEXCOORD7.w)) + in.in_var_TEXCOORD7.xyz; float4 _568 = float4(_567.x, _567.y, _567.z, _137.w); _568.w = fast::min(in.in_var_TEXCOORD8.w, 65500.0); out.out_var_SV_Target0 = _568; return out; }