wgpu/tests/out/shadow.msl

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#include <metal_stdlib>
#include <simd/simd.h>
struct _mslBufferSizes {
metal::uint size1;
};
constexpr constant unsigned c_max_lights = 10u;
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struct Globals {
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metal::uint4 num_lights;
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};
struct Light {
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metal::float4x4 proj;
metal::float4 pos;
metal::float4 color;
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};
typedef Light type3[1];
struct Lights {
type3 data;
};
constant metal::float3 c_ambient = {0.05, 0.05, 0.05};
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float fetch_shadow(
metal::uint light_id,
metal::float4 homogeneous_coords,
metal::depth2d_array<float, metal::access::sample> t_shadow,
metal::sampler sampler_shadow,
constant _mslBufferSizes& _buffer_sizes
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) {
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if (homogeneous_coords.w <= 0.0) {
return 1.0;
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}
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float _e26 = t_shadow.sample_compare(sampler_shadow, ((homogeneous_coords.xy * metal::float2(0.5, -0.5)) / metal::float2(homogeneous_coords.w)) + metal::float2(0.5, 0.5), static_cast<int>(light_id), homogeneous_coords.z / homogeneous_coords.w);
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return _e26;
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}
struct fs_mainInput {
metal::float3 raw_normal [[user(loc0), center_perspective]];
metal::float4 position [[user(loc1), center_perspective]];
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};
struct fs_mainOutput {
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metal::float4 member [[color(0)]];
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};
fragment fs_mainOutput fs_main(
fs_mainInput varyings [[stage_in]]
, constant Globals& u_globals [[user(fake0)]]
, constant Lights& s_lights [[user(fake0)]]
, metal::depth2d_array<float, metal::access::sample> t_shadow [[user(fake0)]]
, metal::sampler sampler_shadow [[user(fake0)]]
, constant _mslBufferSizes& _buffer_sizes [[user(fake0)]]
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) {
const auto raw_normal = varyings.raw_normal;
const auto position = varyings.position;
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metal::float3 color1 = c_ambient;
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metal::uint i = 0u;
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bool loop_init = true;
while(true) {
if (!loop_init) {
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i = i + 1u;
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}
loop_init = false;
if (i >= metal::min(u_globals.num_lights.x, c_max_lights)) {
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break;
}
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Light _e21 = s_lights.data[i];
float _e25 = fetch_shadow(i, _e21.proj * position, t_shadow, sampler_shadow, _buffer_sizes);
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color1 = color1 + ((_e25 * metal::max(0.0, metal::dot(metal::normalize(raw_normal), metal::normalize(_e21.pos.xyz - position.xyz)))) * _e21.color.xyz);
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}
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return fs_mainOutput { metal::float4(color1, 1.0) };
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}