2022-02-03 18:00:04 +00:00
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// language: metal2.0
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2021-01-30 05:11:23 +00:00
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#include <metal_stdlib>
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#include <simd/simd.h>
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2022-02-21 21:22:54 +00:00
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using metal::uint;
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2021-05-01 02:40:32 +00:00
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struct _mslBufferSizes {
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uint size2;
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};
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2021-03-26 04:21:17 +00:00
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constexpr constant unsigned c_max_lights = 10u;
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struct Globals {
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metal::float4x4 view_proj;
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metal::uint4 num_lights;
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};
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2022-03-09 08:01:56 +00:00
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struct Entity {
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metal::float4x4 world;
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metal::float4 color;
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};
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struct VertexOutput {
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metal::float4 proj_position;
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metal::float3 world_normal;
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metal::float4 world_position;
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};
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struct Light {
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metal::float4x4 proj;
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metal::float4 pos;
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metal::float4 color;
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};
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typedef Light type_6[1];
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struct type_7 {
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Light inner[10];
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};
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2021-08-24 05:50:53 +00:00
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constant metal::float3 c_ambient = {0.05000000074505806, 0.05000000074505806, 0.05000000074505806};
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float fetch_shadow(
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uint light_id,
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metal::float4 homogeneous_coords,
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metal::depth2d_array<float, metal::access::sample> t_shadow,
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metal::sampler sampler_shadow
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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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2021-06-08 16:09:46 +00:00
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metal::float2 flip_correction = metal::float2(0.5, -0.5);
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float proj_correction = 1.0 / homogeneous_coords.w;
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metal::float2 light_local = ((homogeneous_coords.xy * flip_correction) * proj_correction) + metal::float2(0.5, 0.5);
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float _e24 = t_shadow.sample_compare(sampler_shadow, light_local, static_cast<int>(light_id), homogeneous_coords.z * proj_correction);
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return _e24;
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}
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struct vs_mainInput {
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metal::int4 position [[attribute(0)]];
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metal::int4 normal [[attribute(1)]];
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};
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struct vs_mainOutput {
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metal::float4 proj_position [[position]];
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metal::float3 world_normal [[user(loc0), center_perspective]];
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metal::float4 world_position [[user(loc1), center_perspective]];
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};
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vertex vs_mainOutput vs_main(
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vs_mainInput varyings [[stage_in]]
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, constant Globals& u_globals [[user(fake0)]]
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, constant Entity& u_entity [[user(fake0)]]
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) {
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const auto position = varyings.position;
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const auto normal = varyings.normal;
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VertexOutput out = {};
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metal::float4x4 w = u_entity.world;
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metal::float4x4 _e7 = u_entity.world;
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metal::float4 world_pos = _e7 * static_cast<metal::float4>(position);
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out.world_normal = metal::float3x3(w[0].xyz, w[1].xyz, w[2].xyz) * static_cast<metal::float3>(normal.xyz);
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out.world_position = world_pos;
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metal::float4x4 _e26 = u_globals.view_proj;
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out.proj_position = _e26 * world_pos;
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VertexOutput _e28 = out;
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const auto _tmp = _e28;
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return vs_mainOutput { _tmp.proj_position, _tmp.world_normal, _tmp.world_position };
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}
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struct fs_mainInput {
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metal::float3 world_normal [[user(loc0), center_perspective]];
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metal::float4 world_position [[user(loc1), center_perspective]];
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};
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struct fs_mainOutput {
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metal::float4 member_1 [[color(0)]];
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};
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fragment fs_mainOutput fs_main(
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fs_mainInput varyings_1 [[stage_in]]
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, metal::float4 proj_position [[position]]
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, constant Globals& u_globals [[user(fake0)]]
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, constant Entity& u_entity [[user(fake0)]]
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, device type_6 const& s_lights [[user(fake0)]]
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, metal::depth2d_array<float, metal::access::sample> t_shadow [[user(fake0)]]
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, metal::sampler sampler_shadow [[user(fake0)]]
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, constant _mslBufferSizes& _buffer_sizes [[user(fake0)]]
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) {
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const VertexOutput in = { proj_position, varyings_1.world_normal, varyings_1.world_position };
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metal::float3 color = {};
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uint i = {};
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metal::float3 normal_1 = metal::normalize(in.world_normal);
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color = c_ambient;
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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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uint _e39 = i;
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i = _e39 + 1u;
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}
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loop_init = false;
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uint _e7 = i;
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uint _e11 = u_globals.num_lights.x;
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if (_e7 < metal::min(_e11, c_max_lights)) {
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} else {
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break;
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}
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{
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uint _e16 = i;
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Light light = s_lights[_e16];
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uint _e19 = i;
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float _e23 = fetch_shadow(_e19, light.proj * in.world_position, t_shadow, sampler_shadow);
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metal::float3 light_dir = metal::normalize(light.pos.xyz - in.world_position.xyz);
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float diffuse = metal::max(0.0, metal::dot(normal_1, light_dir));
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metal::float3 _e37 = color;
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color = _e37 + ((_e23 * diffuse) * light.color.xyz);
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}
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}
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metal::float3 _e42 = color;
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metal::float4 _e47 = u_entity.color;
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return fs_mainOutput { metal::float4(_e42, 1.0) * _e47 };
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}
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struct fs_main_without_storageInput {
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metal::float3 world_normal [[user(loc0), center_perspective]];
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metal::float4 world_position [[user(loc1), center_perspective]];
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};
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struct fs_main_without_storageOutput {
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metal::float4 member_2 [[color(0)]];
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};
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fragment fs_main_without_storageOutput fs_main_without_storage(
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fs_main_without_storageInput varyings_2 [[stage_in]]
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, metal::float4 proj_position_1 [[position]]
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, constant Globals& u_globals [[user(fake0)]]
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, constant Entity& u_entity [[user(fake0)]]
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, constant type_7& u_lights [[user(fake0)]]
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, metal::depth2d_array<float, metal::access::sample> t_shadow [[user(fake0)]]
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, metal::sampler sampler_shadow [[user(fake0)]]
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) {
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const VertexOutput in_1 = { proj_position_1, varyings_2.world_normal, varyings_2.world_position };
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metal::float3 color_1 = {};
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uint i_1 = {};
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metal::float3 normal_2 = metal::normalize(in_1.world_normal);
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color_1 = c_ambient;
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i_1 = 0u;
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bool loop_init_1 = true;
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while(true) {
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if (!loop_init_1) {
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uint _e39 = i_1;
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i_1 = _e39 + 1u;
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}
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loop_init_1 = false;
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uint _e7 = i_1;
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uint _e11 = u_globals.num_lights.x;
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if (_e7 < metal::min(_e11, c_max_lights)) {
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} else {
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break;
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}
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{
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uint _e16 = i_1;
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Light light_1 = u_lights.inner[_e16];
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uint _e19 = i_1;
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float _e23 = fetch_shadow(_e19, light_1.proj * in_1.world_position, t_shadow, sampler_shadow);
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metal::float3 light_dir_1 = metal::normalize(light_1.pos.xyz - in_1.world_position.xyz);
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float diffuse_1 = metal::max(0.0, metal::dot(normal_2, light_dir_1));
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metal::float3 _e37 = color_1;
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color_1 = _e37 + ((_e23 * diffuse_1) * light_1.color.xyz);
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}
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}
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metal::float3 _e42 = color_1;
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metal::float4 _e47 = u_entity.color;
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return fs_main_without_storageOutput { metal::float4(_e42, 1.0) * _e47 };
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}
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