d310060f92
Implement this by flattening outputs and unflattening inputs explicitly. This allows us to pass down a single struct instead of dealing with the insanity that would be passing down each flattened member separately. Remove stage_uniforms_var_id. Seems to be dead code. Naked uniforms do not exist in SPIR-V for Vulkan, which this seems to have been intended for. It was also unused elsewhere.
237 lines
9.0 KiB
GLSL
237 lines
9.0 KiB
GLSL
#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct VertexOutput
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{
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float4 HPosition;
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float4 Uv_EdgeDistance1;
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float4 UvStuds_EdgeDistance2;
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float4 Color;
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float4 LightPosition_Fog;
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float4 View_Depth;
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float4 Normal_SpecPower;
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float3 Tangent;
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float4 PosLightSpace_Reflectance;
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float studIndex;
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};
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struct Surface
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{
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float3 albedo;
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float3 normal;
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float specular;
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float gloss;
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float reflectance;
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float opacity;
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};
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struct SurfaceInput
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{
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float4 Color;
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float2 Uv;
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float2 UvStuds;
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};
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struct Globals
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{
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float4x4 ViewProjection;
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float4 ViewRight;
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float4 ViewUp;
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float4 ViewDir;
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float3 CameraPosition;
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float3 AmbientColor;
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float3 Lamp0Color;
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float3 Lamp0Dir;
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float3 Lamp1Color;
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float4 FogParams;
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float3 FogColor;
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float4 LightBorder;
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float4 LightConfig0;
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float4 LightConfig1;
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float4 LightConfig2;
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float4 LightConfig3;
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float4 RefractionBias_FadeDistance_GlowFactor;
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float4 OutlineBrightness_ShadowInfo;
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float4 ShadowMatrix0;
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float4 ShadowMatrix1;
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float4 ShadowMatrix2;
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};
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struct CB0
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{
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Globals CB0;
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};
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struct Params
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{
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float4 LqmatFarTilingFactor;
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};
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struct CB2
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{
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Params CB2;
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};
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constant VertexOutput _121 = {};
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constant SurfaceInput _122 = {};
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constant float2 _123 = {};
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constant float4 _124 = {};
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constant Surface _125 = {};
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constant float4 _192 = {};
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constant float4 _219 = {};
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constant float4 _297 = {};
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struct main0_out
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{
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float4 _entryPointOutput [[color(0)]];
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};
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struct main0_in
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{
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float4 IN_Uv_EdgeDistance1 [[user(locn0)]];
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float4 IN_UvStuds_EdgeDistance2 [[user(locn1)]];
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float4 IN_Color [[user(locn2)]];
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float4 IN_LightPosition_Fog [[user(locn3)]];
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float4 IN_View_Depth [[user(locn4)]];
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float4 IN_Normal_SpecPower [[user(locn5)]];
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float3 IN_Tangent [[user(locn6)]];
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float4 IN_PosLightSpace_Reflectance [[user(locn7)]];
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float IN_studIndex [[user(locn8)]];
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};
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fragment main0_out main0(main0_in in [[stage_in]], constant CB0& _19 [[buffer(0)]], texture2d<float> StudsMapTexture [[texture(0)]], texture2d<float> ShadowMapTexture [[texture(1)]], texturecube<float> EnvironmentMapTexture [[texture(2)]], texture2d<float> DiffuseMapTexture [[texture(3)]], texture2d<float> NormalMapTexture [[texture(4)]], texture2d<float> SpecularMapTexture [[texture(5)]], texture3d<float> LightMapTexture [[texture(6)]], texture2d<float> NormalDetailMapTexture [[texture(8)]], sampler StudsMapSampler [[sampler(0)]], sampler ShadowMapSampler [[sampler(1)]], sampler EnvironmentMapSampler [[sampler(2)]], sampler DiffuseMapSampler [[sampler(3)]], sampler NormalMapSampler [[sampler(4)]], sampler SpecularMapSampler [[sampler(5)]], sampler LightMapSampler [[sampler(6)]], sampler NormalDetailMapSampler [[sampler(8)]], float4 gl_FragCoord [[position]])
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{
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main0_out out = {};
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VertexOutput _128 = _121;
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_128.HPosition = gl_FragCoord;
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VertexOutput _130 = _128;
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_130.Uv_EdgeDistance1 = in.IN_Uv_EdgeDistance1;
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VertexOutput _132 = _130;
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_132.UvStuds_EdgeDistance2 = in.IN_UvStuds_EdgeDistance2;
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VertexOutput _134 = _132;
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_134.Color = in.IN_Color;
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VertexOutput _136 = _134;
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_136.LightPosition_Fog = in.IN_LightPosition_Fog;
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VertexOutput _138 = _136;
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_138.View_Depth = in.IN_View_Depth;
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VertexOutput _140 = _138;
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_140.Normal_SpecPower = in.IN_Normal_SpecPower;
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VertexOutput _142 = _140;
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_142.Tangent = in.IN_Tangent;
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VertexOutput _144 = _142;
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_144.PosLightSpace_Reflectance = in.IN_PosLightSpace_Reflectance;
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VertexOutput _146 = _144;
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_146.studIndex = in.IN_studIndex;
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SurfaceInput _147 = _122;
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_147.Color = in.IN_Color;
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SurfaceInput _149 = _147;
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_149.Uv = in.IN_Uv_EdgeDistance1.xy;
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SurfaceInput _151 = _149;
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_151.UvStuds = in.IN_UvStuds_EdgeDistance2.xy;
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SurfaceInput _156 = _151;
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_156.UvStuds.y = (fract(_151.UvStuds.y) + in.IN_studIndex) * 0.25;
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float _163 = _146.View_Depth.w * _19.CB0.RefractionBias_FadeDistance_GlowFactor.y;
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float _165 = fast::clamp(1.0 - _163, 0.0, 1.0);
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float2 _166 = in.IN_Uv_EdgeDistance1.xy * 1.0;
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bool _173;
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float4 _193;
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do
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{
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_173 = 0.0 == 0.0;
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if (_173)
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{
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_193 = DiffuseMapTexture.sample(DiffuseMapSampler, _166);
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break;
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}
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else
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{
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float _180 = 1.0 / (1.0 - 0.0);
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_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)));
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break;
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}
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_193 = _192;
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break;
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} while (false);
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float4 _194 = _193 * 1.0;
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float4 _220;
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do
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{
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if (_173)
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{
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_220 = NormalMapTexture.sample(NormalMapSampler, _166);
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break;
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}
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else
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{
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float _207 = 1.0 / (1.0 - 0.0);
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_220 = mix(NormalMapTexture.sample(NormalMapSampler, (_166 * 0.25)), NormalMapTexture.sample(NormalMapSampler, _166), float4(fast::clamp((_165 * _207) - (0.0 * _207), 0.0, 1.0)));
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break;
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}
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_220 = _219;
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break;
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} while (false);
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float2 _223 = float2(1.0);
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float2 _224 = (_220.wy * 2.0) - _223;
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float3 _232 = float3(_224, sqrt(fast::clamp(1.0 + dot(-_224, _224), 0.0, 1.0)));
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float2 _240 = (NormalDetailMapTexture.sample(NormalDetailMapSampler, (_166 * 0.0)).wy * 2.0) - _223;
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float2 _252 = _232.xy + (float3(_240, sqrt(fast::clamp(1.0 + dot(-_240, _240), 0.0, 1.0))).xy * 0.0);
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float3 _253 = float3(_252.x, _252.y, _232.z);
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float2 _255 = _253.xy * _165;
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float3 _256 = float3(_255.x, _255.y, _253.z);
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float3 _271 = ((in.IN_Color.xyz * _194.xyz) * (1.0 + (_256.x * 0.300000011920928955078125))) * (StudsMapTexture.sample(StudsMapSampler, _156.UvStuds).x * 2.0);
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float4 _298;
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do
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{
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if (0.75 == 0.0)
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{
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_298 = SpecularMapTexture.sample(SpecularMapSampler, _166);
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break;
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}
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else
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{
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float _285 = 1.0 / (1.0 - 0.75);
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_298 = mix(SpecularMapTexture.sample(SpecularMapSampler, (_166 * 0.25)), SpecularMapTexture.sample(SpecularMapSampler, _166), float4(fast::clamp((_165 * _285) - (0.75 * _285), 0.0, 1.0)));
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break;
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}
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_298 = _297;
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break;
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} while (false);
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float2 _303 = mix(float2(0.800000011920928955078125, 120.0), (_298.xy * float2(2.0, 256.0)) + float2(0.0, 0.00999999977648258209228515625), float2(_165));
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Surface _304 = _125;
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_304.albedo = _271;
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Surface _305 = _304;
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_305.normal = _256;
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float _306 = _303.x;
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Surface _307 = _305;
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_307.specular = _306;
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float _308 = _303.y;
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Surface _309 = _307;
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_309.gloss = _308;
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float _312 = (_298.xy.y * _165) * 0.0;
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Surface _313 = _309;
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_313.reflectance = _312;
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float4 _318 = float4(_271, _146.Color.w);
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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));
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float3 _332 = -_19.CB0.Lamp0Dir;
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float _333 = dot(_329, _332);
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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);
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float4 _368 = mix(LightMapTexture.sample(LightMapSampler, (in.IN_LightPosition_Fog.xyz.yzx - (in.IN_LightPosition_Fog.xyz.yzx * _357))), _19.CB0.LightBorder, float4(_357));
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float2 _376 = ShadowMapTexture.sample(ShadowMapSampler, in.IN_PosLightSpace_Reflectance.xyz.xy).xy;
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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;
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float3 _403 = mix(_318.xyz, EnvironmentMapTexture.sample(EnvironmentMapSampler, reflect(-in.IN_View_Depth.xyz, _329)).xyz, float3(_312));
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float4 _404 = float4(_403.x, _403.y, _403.z, _318.w);
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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)));
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float4 _425 = float4(_422.x, _422.y, _422.z, _124.w);
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_425.w = _404.w;
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float2 _435 = fast::min(in.IN_Uv_EdgeDistance1.wz, in.IN_UvStuds_EdgeDistance2.wz);
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float _439 = fast::min(_435.x, _435.y) / _163;
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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);
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float4 _446 = float4(_445.x, _445.y, _445.z, _425.w);
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float3 _453 = mix(_19.CB0.FogColor, _446.xyz, float3(fast::clamp(_146.LightPosition_Fog.w, 0.0, 1.0)));
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out._entryPointOutput = float4(_453.x, _453.y, _453.z, _446.w);
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return out;
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}
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