2021-01-30 05:11:23 +00:00
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---
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source: tests/snapshots.rs
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expression: msl
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---
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#include <metal_stdlib>
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#include <simd/simd.h>
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typedef metal::uint4 type;
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struct Globals {
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type num_lights;
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};
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typedef metal::float4x4 type1;
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typedef metal::float4 type2;
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struct Light {
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type1 proj;
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type2 pos;
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type2 color;
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};
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typedef Light type3[1];
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struct Lights {
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type3 data;
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};
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typedef metal::depth2d_array<float, metal::access::sample> type4;
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typedef metal::sampler type5;
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typedef uint type6;
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typedef float type7;
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typedef metal::float2 type8;
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2021-01-31 06:56:34 +00:00
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typedef int type9;
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2021-01-30 05:11:23 +00:00
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2021-01-31 06:56:34 +00:00
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typedef metal::float3 type10;
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2021-01-30 05:11:23 +00:00
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2021-02-01 14:33:28 +00:00
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typedef bool type11;
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2021-01-30 05:11:23 +00:00
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type7 fetch_shadow(
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type6 light_id,
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type2 homogeneous_coords
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) {
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if ((homogeneous_coords.w <= 0.0)) {
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return 1.0;
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}
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return t_shadow.sample_compare(sampler_shadow, (((metal::float2(homogeneous_coords.x, homogeneous_coords.y) * metal::float2(0.5, -0.5)) * (1.0 / homogeneous_coords.w)) + metal::float2(0.5, 0.5)), static_cast<int>(light_id), (homogeneous_coords.z * (1.0 / homogeneous_coords.w)));
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}
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struct fs_mainInput {
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2021-01-31 06:56:34 +00:00
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type10 in_normal_fs [[user(loc0)]];
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2021-01-30 05:11:23 +00:00
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type2 in_position_fs [[user(loc1)]];
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};
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struct fs_mainOutput {
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type2 out_color_fs [[color(0)]];
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};
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fragment fs_mainOutput fs_main(
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fs_mainInput input [[stage_in]],
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constant Globals& u_globals [[buffer(0)]],
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constant Lights& s_lights [[buffer(1)]]
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) {
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fs_mainOutput output;
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2021-01-31 06:56:34 +00:00
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type10 color1 = type10(0.05, 0.05, 0.05);
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2021-01-30 05:11:23 +00:00
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type6 i = 0u;
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bool loop_init = true;
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while(true) {
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if (!loop_init) {
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i = (i + 1u);
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}
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loop_init = false;
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if ((i >= metal::min(u_globals.num_lights.x, 10u))) {
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break;
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}
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color1 = (color1 + ((fetch_shadow(i, (s_lights.data[i].proj * input.in_position_fs)) * metal::max(0.0, metal::dot(metal::normalize(input.in_normal_fs), metal::normalize((metal::float3(s_lights.data[i].pos.x, s_lights.data[i].pos.y, s_lights.data[i].pos.z) - metal::float3(input.in_position_fs.x, input.in_position_fs.y, input.in_position_fs.z)))))) * metal::float3(s_lights.data[i].color.x, s_lights.data[i].color.y, s_lights.data[i].color.z)));
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}
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output.out_color_fs = metal::float4(color1, 1.0);
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return output;
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}
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