23662668dd
Speculate that we can modify the SSA value in-place. As long as it is not used after the modify, this is fine. Also need to make sure we don't attempt to RMW something that is impossible to modify.
316 lines
15 KiB
GLSL
316 lines
15 KiB
GLSL
#include <metal_stdlib>
|
|
#include <simd/simd.h>
|
|
|
|
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_Globals
|
|
{
|
|
float3 SoftTransitionScale;
|
|
float4x4 ShadowViewProjectionMatrices[6];
|
|
float InvShadowmapResolution;
|
|
float ShadowFadeFraction;
|
|
float ShadowSharpen;
|
|
float4 LightPositionAndInvRadius;
|
|
float2 ProjectionDepthBiasParameters;
|
|
float4 PointLightDepthBiasAndProjParameters;
|
|
};
|
|
|
|
constant float4 _453 = {};
|
|
|
|
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)]], texture2d<float> SceneTexturesStruct_SceneDepthTexture [[texture(0)]], texture2d<float> SceneTexturesStruct_GBufferATexture [[texture(1)]], texture2d<float> SceneTexturesStruct_GBufferBTexture [[texture(2)]], texture2d<float> SceneTexturesStruct_GBufferDTexture [[texture(3)]], depthcube<float> ShadowDepthCubeTexture [[texture(4)]], texture2d<float> SSProfilesTexture [[texture(5)]], sampler SceneTexturesStruct_SceneDepthTextureSampler [[sampler(0)]], sampler SceneTexturesStruct_GBufferATextureSampler [[sampler(1)]], sampler SceneTexturesStruct_GBufferBTextureSampler [[sampler(2)]], sampler SceneTexturesStruct_GBufferDTextureSampler [[sampler(3)]], sampler ShadowDepthTextureSampler [[sampler(4)]], sampler ShadowDepthCubeTextureSampler [[sampler(5)]], float4 gl_FragCoord [[position]])
|
|
{
|
|
main0_out out = {};
|
|
float2 _114 = gl_FragCoord.xy * View.View_BufferSizeAndInvSize.zw;
|
|
float4 _118 = SceneTexturesStruct_SceneDepthTexture.sample(SceneTexturesStruct_SceneDepthTextureSampler, _114, level(0.0));
|
|
float _119 = _118.x;
|
|
float _133 = ((_119 * View.View_InvDeviceZToWorldZTransform.x) + View.View_InvDeviceZToWorldZTransform.y) + (1.0 / ((_119 * View.View_InvDeviceZToWorldZTransform.z) - View.View_InvDeviceZToWorldZTransform.w));
|
|
float4 _147 = View.View_ScreenToWorld * float4(((_114 - View.View_ScreenPositionScaleBias.wz) / View.View_ScreenPositionScaleBias.xy) * float2(_133), _133, 1.0);
|
|
float3 _148 = _147.xyz;
|
|
float3 _152 = _Globals.LightPositionAndInvRadius.xyz - _148;
|
|
float _158 = length(_152);
|
|
bool _160 = (_158 * _Globals.LightPositionAndInvRadius.w) < 1.0;
|
|
float _207;
|
|
if (_160)
|
|
{
|
|
float3 _165 = abs(_152);
|
|
float _166 = _165.x;
|
|
float _167 = _165.y;
|
|
float _168 = _165.z;
|
|
float _170 = fast::max(_166, fast::max(_167, _168));
|
|
int _189;
|
|
if (_170 == _166)
|
|
{
|
|
_189 = (_166 == _152.x) ? 0 : 1;
|
|
}
|
|
else
|
|
{
|
|
int _185;
|
|
if (_170 == _167)
|
|
{
|
|
_185 = (_167 == _152.y) ? 2 : 3;
|
|
}
|
|
else
|
|
{
|
|
_185 = (_168 == _152.z) ? 4 : 5;
|
|
}
|
|
_189 = _185;
|
|
}
|
|
float4 _196 = _Globals.ShadowViewProjectionMatrices[_189] * float4(_147.xyz, 1.0);
|
|
float _198 = _196.w;
|
|
_207 = ShadowDepthCubeTexture.sample_compare(ShadowDepthCubeTextureSampler, (_152 / float3(_158)), (_196.z / _198) + ((-_Globals.PointLightDepthBiasAndProjParameters.x) / _198), level(0.0));
|
|
}
|
|
else
|
|
{
|
|
_207 = 1.0;
|
|
}
|
|
float _213 = fast::clamp(((_207 - 0.5) * _Globals.ShadowSharpen) + 0.5, 0.0, 1.0);
|
|
float _218 = sqrt(mix(1.0, _213 * _213, _Globals.ShadowFadeFraction));
|
|
float4 _219;
|
|
_219.z = _218;
|
|
float4 _220 = float4(float3(1.0).x, float3(1.0).y, _219.z, float3(1.0).z);
|
|
float3 _236 = fast::normalize((SceneTexturesStruct_GBufferATexture.sample(SceneTexturesStruct_GBufferATextureSampler, _114, level(0.0)).xyz * float3(2.0)) - float3(1.0));
|
|
uint _240 = uint(round(SceneTexturesStruct_GBufferBTexture.sample(SceneTexturesStruct_GBufferBTextureSampler, _114, level(0.0)).w * 255.0));
|
|
bool _248 = (_240 & 15u) == 5u;
|
|
float _448;
|
|
if (_248)
|
|
{
|
|
float4 _260 = SSProfilesTexture.read(uint2(int3(1, int(uint((select(float4(0.0), SceneTexturesStruct_GBufferDTexture.sample(SceneTexturesStruct_GBufferDTextureSampler, _114, level(0.0)), bool4(!(((_240 & 4294967280u) & 16u) != 0u))).x * 255.0) + 0.5)), 0).xy), 0);
|
|
float _263 = _260.y * 0.5;
|
|
float3 _266 = _148 - (_236 * float3(_263));
|
|
float _274 = pow(fast::clamp(dot(-(_152 * float3(rsqrt(dot(_152, _152)))), _236), 0.0, 1.0), 1.0);
|
|
float _445;
|
|
if (_160)
|
|
{
|
|
float3 _278 = _152 / float3(_158);
|
|
float3 _280 = fast::normalize(cross(_278, float3(0.0, 0.0, 1.0)));
|
|
float3 _284 = float3(_Globals.InvShadowmapResolution);
|
|
float3 _285 = _280 * _284;
|
|
float3 _286 = cross(_280, _278) * _284;
|
|
float3 _287 = abs(_278);
|
|
float _288 = _287.x;
|
|
float _289 = _287.y;
|
|
float _290 = _287.z;
|
|
float _292 = fast::max(_288, fast::max(_289, _290));
|
|
int _311;
|
|
if (_292 == _288)
|
|
{
|
|
_311 = (_288 == _278.x) ? 0 : 1;
|
|
}
|
|
else
|
|
{
|
|
int _307;
|
|
if (_292 == _289)
|
|
{
|
|
_307 = (_289 == _278.y) ? 2 : 3;
|
|
}
|
|
else
|
|
{
|
|
_307 = (_290 == _278.z) ? 4 : 5;
|
|
}
|
|
_311 = _307;
|
|
}
|
|
float4 _318 = _Globals.ShadowViewProjectionMatrices[_311] * float4(_266, 1.0);
|
|
float _323 = _260.x * (10.0 / _Globals.LightPositionAndInvRadius.w);
|
|
float _329 = (1.0 / (((_318.z / _318.w) * _Globals.PointLightDepthBiasAndProjParameters.z) - _Globals.PointLightDepthBiasAndProjParameters.w)) * _Globals.LightPositionAndInvRadius.w;
|
|
float _342 = (_329 - ((1.0 / ((float4(ShadowDepthCubeTexture.sample(ShadowDepthTextureSampler, (_278 + (_286 * float3(2.5))), level(0.0))).x * _Globals.PointLightDepthBiasAndProjParameters.z) - _Globals.PointLightDepthBiasAndProjParameters.w)) * _Globals.LightPositionAndInvRadius.w)) * _323;
|
|
float _364 = (_329 - ((1.0 / ((float4(ShadowDepthCubeTexture.sample(ShadowDepthTextureSampler, ((_278 + (_285 * float3(2.3776409626007080078125))) + (_286 * float3(0.77254199981689453125))), level(0.0))).x * _Globals.PointLightDepthBiasAndProjParameters.z) - _Globals.PointLightDepthBiasAndProjParameters.w)) * _Globals.LightPositionAndInvRadius.w)) * _323;
|
|
float _387 = (_329 - ((1.0 / ((float4(ShadowDepthCubeTexture.sample(ShadowDepthTextureSampler, ((_278 + (_285 * float3(1.46946299076080322265625))) + (_286 * float3(-2.0225429534912109375))), level(0.0))).x * _Globals.PointLightDepthBiasAndProjParameters.z) - _Globals.PointLightDepthBiasAndProjParameters.w)) * _Globals.LightPositionAndInvRadius.w)) * _323;
|
|
float _410 = (_329 - ((1.0 / ((float4(ShadowDepthCubeTexture.sample(ShadowDepthTextureSampler, ((_278 + (_285 * float3(-1.46946299076080322265625))) + (_286 * float3(-2.02254199981689453125))), level(0.0))).x * _Globals.PointLightDepthBiasAndProjParameters.z) - _Globals.PointLightDepthBiasAndProjParameters.w)) * _Globals.LightPositionAndInvRadius.w)) * _323;
|
|
float _433 = (_329 - ((1.0 / ((float4(ShadowDepthCubeTexture.sample(ShadowDepthTextureSampler, ((_278 + (_285 * float3(-2.3776409626007080078125))) + (_286 * float3(0.772543013095855712890625))), level(0.0))).x * _Globals.PointLightDepthBiasAndProjParameters.z) - _Globals.PointLightDepthBiasAndProjParameters.w)) * _Globals.LightPositionAndInvRadius.w)) * _323;
|
|
_445 = (((((fast::clamp(abs((_342 > 0.0) ? (_342 + _263) : fast::max(0.0, (_342 * _274) + _263)), 0.1500000059604644775390625, 5.0) + 0.25) + (fast::clamp(abs((_364 > 0.0) ? (_364 + _263) : fast::max(0.0, (_364 * _274) + _263)), 0.1500000059604644775390625, 5.0) + 0.25)) + (fast::clamp(abs((_387 > 0.0) ? (_387 + _263) : fast::max(0.0, (_387 * _274) + _263)), 0.1500000059604644775390625, 5.0) + 0.25)) + (fast::clamp(abs((_410 > 0.0) ? (_410 + _263) : fast::max(0.0, (_410 * _274) + _263)), 0.1500000059604644775390625, 5.0) + 0.25)) + (fast::clamp(abs((_433 > 0.0) ? (_433 + _263) : fast::max(0.0, (_433 * _274) + _263)), 0.1500000059604644775390625, 5.0) + 0.25)) * 0.20000000298023223876953125;
|
|
}
|
|
else
|
|
{
|
|
_445 = 1.0;
|
|
}
|
|
_448 = 1.0 - (_445 * 0.20000000298023223876953125);
|
|
}
|
|
else
|
|
{
|
|
_448 = 1.0;
|
|
}
|
|
_220.w = _248 ? sqrt(_448) : _218;
|
|
out.out_var_SV_Target0 = _220;
|
|
return out;
|
|
}
|
|
|