| #include <metal_stdlib> |
| |
| using namespace metal; |
| |
| template<typename T, int N, int M> |
| inline vec<T, M> operator*(matrix<T, N, M> lhs, packed_vec<T, N> rhs) { |
| return lhs * vec<T, N>(rhs); |
| } |
| |
| template<typename T, int N, int M> |
| inline vec<T, N> operator*(packed_vec<T, M> lhs, matrix<T, N, M> rhs) { |
| return vec<T, M>(lhs) * rhs; |
| } |
| |
| struct Scene { |
| /* 0x0000 */ float4 vEyePosition; |
| }; |
| |
| struct Material { |
| /* 0x0000 */ float4 vDiffuseColor; |
| /* 0x0010 */ packed_float3 vAmbientColor; |
| /* 0x001c */ float dummy; |
| /* 0x0020 */ packed_float3 vEmissiveColor; |
| /* 0x002c */ float dummy2; |
| }; |
| |
| struct Mesh { |
| /* 0x0000 */ float visibility; |
| }; |
| |
| void main_1(thread float* const tint_symbol_7, thread bool* const tint_symbol_8, thread float* const tint_symbol_9, const constant Scene* const tint_symbol_10, const constant Material* const tint_symbol_11, const constant Mesh* const tint_symbol_12, thread float4* const tint_symbol_13) { |
| float3 viewDirectionW = 0.0f; |
| float4 baseColor = 0.0f; |
| float3 diffuseColor = 0.0f; |
| float alpha = 0.0f; |
| float3 normalW = 0.0f; |
| float2 uvOffset = 0.0f; |
| float3 baseAmbientColor = 0.0f; |
| float glossiness = 0.0f; |
| float3 diffuseBase = 0.0f; |
| float shadow = 0.0f; |
| float4 refractionColor = 0.0f; |
| float4 reflectionColor = 0.0f; |
| float3 emissiveColor = 0.0f; |
| float3 finalDiffuse = 0.0f; |
| float3 finalSpecular = 0.0f; |
| float4 color = 0.0f; |
| float const x_9 = *(tint_symbol_7); |
| if ((x_9 > 0.0f)) { |
| *(tint_symbol_8) = true; |
| return; |
| } |
| float const x_17 = *(tint_symbol_9); |
| if ((x_17 > 0.0f)) { |
| *(tint_symbol_8) = true; |
| return; |
| } |
| float4 const x_34 = (*(tint_symbol_10)).vEyePosition; |
| float3 const x_38 = float3(0.0f, 0.0f, 0.0f); |
| viewDirectionW = normalize((float3(x_34[0], x_34[1], x_34[2]) - x_38)); |
| baseColor = float4(1.0f, 1.0f, 1.0f, 1.0f); |
| float4 const x_52 = (*(tint_symbol_11)).vDiffuseColor; |
| diffuseColor = float3(x_52[0], x_52[1], x_52[2]); |
| float const x_60 = (*(tint_symbol_11)).vDiffuseColor[3]; |
| alpha = x_60; |
| float3 const x_62 = float3(0.0f, 0.0f, 0.0f); |
| float3 const x_64 = float3(0.0f, 0.0f, 0.0f); |
| normalW = normalize(-(cross(dfdx(x_62), dfdy(x_64)))); |
| uvOffset = float2(0.0f, 0.0f); |
| float4 const x_74 = float4(0.0f, 0.0f, 0.0f, 0.0f); |
| float4 const x_76 = baseColor; |
| float3 const x_78 = (float3(x_76[0], x_76[1], x_76[2]) * float3(x_74[0], x_74[1], x_74[2])); |
| float4 const x_79 = baseColor; |
| baseColor = float4(x_78[0], x_78[1], x_78[2], x_79[3]); |
| baseAmbientColor = float3(1.0f, 1.0f, 1.0f); |
| glossiness = 0.0f; |
| diffuseBase = float3(0.0f, 0.0f, 0.0f); |
| shadow = 1.0f; |
| refractionColor = float4(0.0f, 0.0f, 0.0f, 1.0f); |
| reflectionColor = float4(0.0f, 0.0f, 0.0f, 1.0f); |
| float3 const x_94 = (*(tint_symbol_11)).vEmissiveColor; |
| emissiveColor = x_94; |
| float3 const x_96 = diffuseBase; |
| float3 const x_97 = diffuseColor; |
| float3 const x_99 = emissiveColor; |
| float3 const x_103 = (*(tint_symbol_11)).vAmbientColor; |
| float4 const x_108 = baseColor; |
| finalDiffuse = (clamp((((x_96 * x_97) + x_99) + x_103), float3(0.0f, 0.0f, 0.0f), float3(1.0f, 1.0f, 1.0f)) * float3(x_108[0], x_108[1], x_108[2])); |
| finalSpecular = float3(0.0f, 0.0f, 0.0f); |
| float3 const x_113 = finalDiffuse; |
| float3 const x_114 = baseAmbientColor; |
| float3 const x_116 = finalSpecular; |
| float4 const x_118 = reflectionColor; |
| float4 const x_121 = refractionColor; |
| float3 const x_123 = ((((x_113 * x_114) + x_116) + float3(x_118[0], x_118[1], x_118[2])) + float3(x_121[0], x_121[1], x_121[2])); |
| float const x_124 = alpha; |
| color = float4(x_123[0], x_123[1], x_123[2], x_124); |
| float4 const x_129 = color; |
| float3 const x_132 = fmax(float3(x_129[0], x_129[1], x_129[2]), float3(0.0f, 0.0f, 0.0f)); |
| float4 const x_133 = color; |
| color = float4(x_132[0], x_132[1], x_132[2], x_133[3]); |
| float const x_140 = (*(tint_symbol_12)).visibility; |
| float const x_142 = color[3]; |
| color[3] = (x_142 * x_140); |
| float4 const x_147 = color; |
| *(tint_symbol_13) = x_147; |
| return; |
| } |
| |
| struct main_out { |
| float4 glFragColor_1; |
| }; |
| |
| struct tint_symbol_2 { |
| float fClipDistance3_param [[user(locn2)]]; |
| float fClipDistance4_param [[user(locn3)]]; |
| }; |
| |
| struct tint_symbol_3 { |
| float4 glFragColor_1 [[color(0)]]; |
| }; |
| |
| main_out tint_symbol_inner(float fClipDistance3_param, float fClipDistance4_param, thread float* const tint_symbol_14, thread float* const tint_symbol_15, thread bool* const tint_symbol_16, const constant Scene* const tint_symbol_17, const constant Material* const tint_symbol_18, const constant Mesh* const tint_symbol_19, thread float4* const tint_symbol_20) { |
| *(tint_symbol_14) = fClipDistance3_param; |
| *(tint_symbol_15) = fClipDistance4_param; |
| main_1(tint_symbol_14, tint_symbol_16, tint_symbol_15, tint_symbol_17, tint_symbol_18, tint_symbol_19, tint_symbol_20); |
| if (*(tint_symbol_16)) { |
| main_out const tint_symbol_4 = {}; |
| return tint_symbol_4; |
| } |
| main_out const tint_symbol_5 = {.glFragColor_1=*(tint_symbol_20)}; |
| return tint_symbol_5; |
| } |
| |
| void tint_discard_func() { |
| discard_fragment(); |
| } |
| |
| fragment tint_symbol_3 tint_symbol(const constant Scene* tint_symbol_24 [[buffer(0)]], const constant Material* tint_symbol_25 [[buffer(1)]], const constant Mesh* tint_symbol_26 [[buffer(2)]], tint_symbol_2 tint_symbol_1 [[stage_in]]) { |
| thread float tint_symbol_21 = 0.0f; |
| thread float tint_symbol_22 = 0.0f; |
| thread bool tint_symbol_23 = false; |
| thread float4 tint_symbol_27 = 0.0f; |
| main_out const inner_result = tint_symbol_inner(tint_symbol_1.fClipDistance3_param, tint_symbol_1.fClipDistance4_param, &(tint_symbol_21), &(tint_symbol_22), &(tint_symbol_23), tint_symbol_24, tint_symbol_25, tint_symbol_26, &(tint_symbol_27)); |
| if (tint_symbol_23) { |
| tint_discard_func(); |
| tint_symbol_3 const tint_symbol_6 = {}; |
| return tint_symbol_6; |
| } |
| tint_symbol_3 wrapper_result = {}; |
| wrapper_result.glFragColor_1 = inner_result.glFragColor_1; |
| return wrapper_result; |
| } |
| |