| #include <metal_stdlib> |
| |
| using namespace metal; |
| struct PointLight { |
| /* 0x0000 */ packed_float4 position; |
| }; |
| struct PointLights { |
| /* 0x0000 */ PointLight values[1]; |
| }; |
| struct Uniforms { |
| /* 0x0000 */ float4x4 worldView; |
| /* 0x0040 */ float4x4 proj; |
| /* 0x0080 */ uint numPointLights; |
| /* 0x0084 */ uint color_source; |
| /* 0x0088 */ int8_t tint_pad[8]; |
| /* 0x0090 */ packed_float4 color; |
| }; |
| struct FragmentInput { |
| float4 position; |
| float4 view_position; |
| float4 normal; |
| float2 uv; |
| float4 color; |
| }; |
| struct FragmentOutput { |
| float4 color; |
| }; |
| struct tint_symbol_4 { |
| float4 view_position [[user(locn0)]]; |
| float4 normal [[user(locn1)]]; |
| float2 uv [[user(locn2)]]; |
| float4 color [[user(locn3)]]; |
| }; |
| struct tint_symbol_5 { |
| float4 color [[color(0)]]; |
| }; |
| |
| float4 getColor(constant Uniforms& uniforms, FragmentInput tint_symbol, texture2d<float, access::sample> tint_symbol_7, sampler tint_symbol_8) { |
| float4 color = 0.0f; |
| if ((uniforms.color_source == 0u)) { |
| color = tint_symbol.color; |
| } else { |
| if ((uniforms.color_source == 1u)) { |
| color = tint_symbol.normal; |
| color.a = 1.0f; |
| } else { |
| if ((uniforms.color_source == 2u)) { |
| color = uniforms.color; |
| } else { |
| if ((uniforms.color_source == 3u)) { |
| color = tint_symbol_7.sample(tint_symbol_8, tint_symbol.uv); |
| } |
| } |
| } |
| } |
| return color; |
| } |
| |
| fragment tint_symbol_5 tint_symbol_1(sampler tint_symbol_9 [[sampler(2)]], texture2d<float, access::sample> tint_symbol_10 [[texture(3)]], float4 tint_symbol_3 [[position]], tint_symbol_4 tint_symbol_2 [[stage_in]], constant Uniforms& uniforms [[buffer(0)]], const device PointLights& pointLights [[buffer(1)]]) { |
| FragmentInput const tint_symbol = {.position=tint_symbol_3, .view_position=tint_symbol_2.view_position, .normal=tint_symbol_2.normal, .uv=tint_symbol_2.uv, .color=tint_symbol_2.color}; |
| FragmentOutput output = {}; |
| output.color = float4(1.0f, 0.0f, 0.0f, 1.0f); |
| (void) uniforms; |
| (void) tint_symbol_9; |
| (void) tint_symbol_10; |
| (void) pointLights; |
| tint_symbol_5 const tint_symbol_6 = {.color=output.color}; |
| return tint_symbol_6; |
| } |
| |