wgpu/naga/tests/out/msl/shadow.msl
Samson 105cb9db31
[naga wgsl-in] Proper singular generic in vec and matrix (#6189)
Signed-off-by: sagudev <16504129+sagudev@users.noreply.github.com>
2024-09-02 14:04:51 +02:00

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// language: metal1.0
#include <metal_stdlib>
#include <simd/simd.h>
using metal::uint;
struct _mslBufferSizes {
uint size2;
};
struct Globals {
metal::float4x4 view_proj;
metal::uint4 num_lights;
};
struct Entity {
metal::float4x4 world;
metal::float4 color;
};
struct VertexOutput {
metal::float4 proj_position;
metal::float3 world_normal;
metal::float4 world_position;
};
struct Light {
metal::float4x4 proj;
metal::float4 pos;
metal::float4 color;
};
typedef Light type_8[1];
struct type_9 {
Light inner[10];
};
constant metal::float3 c_ambient = metal::float3(0.05, 0.05, 0.05);
constant uint c_max_lights = 10u;
float fetch_shadow(
uint light_id,
metal::float4 homogeneous_coords,
metal::depth2d_array<float, metal::access::sample> t_shadow,
metal::sampler sampler_shadow
) {
if (homogeneous_coords.w <= 0.0) {
return 1.0;
}
metal::float2 flip_correction = metal::float2(0.5, -0.5);
float proj_correction = 1.0 / homogeneous_coords.w;
metal::float2 light_local = ((homogeneous_coords.xy * flip_correction) * proj_correction) + metal::float2(0.5, 0.5);
float _e24 = t_shadow.sample_compare(sampler_shadow, light_local, static_cast<int>(light_id), homogeneous_coords.z * proj_correction);
return _e24;
}
struct vs_mainInput {
metal::int4 position [[attribute(0)]];
metal::int4 normal [[attribute(1)]];
};
struct vs_mainOutput {
metal::float4 proj_position [[position]];
metal::float3 world_normal [[user(loc0), center_perspective]];
metal::float4 world_position [[user(loc1), center_perspective]];
};
vertex vs_mainOutput vs_main(
vs_mainInput varyings [[stage_in]]
, constant Globals& u_globals [[user(fake0)]]
, constant Entity& u_entity [[user(fake0)]]
) {
const auto position = varyings.position;
const auto normal = varyings.normal;
VertexOutput out = {};
metal::float4x4 w = u_entity.world;
metal::float4x4 _e7 = u_entity.world;
metal::float4 world_pos = _e7 * static_cast<metal::float4>(position);
out.world_normal = metal::float3x3(w[0].xyz, w[1].xyz, w[2].xyz) * static_cast<metal::float3>(normal.xyz);
out.world_position = world_pos;
metal::float4x4 _e26 = u_globals.view_proj;
out.proj_position = _e26 * world_pos;
VertexOutput _e28 = out;
const auto _tmp = _e28;
return vs_mainOutput { _tmp.proj_position, _tmp.world_normal, _tmp.world_position };
}
struct fs_mainInput {
metal::float3 world_normal [[user(loc0), center_perspective]];
metal::float4 world_position [[user(loc1), center_perspective]];
};
struct fs_mainOutput {
metal::float4 member_1 [[color(0)]];
};
fragment fs_mainOutput fs_main(
fs_mainInput varyings_1 [[stage_in]]
, metal::float4 proj_position [[position]]
, constant Globals& u_globals [[user(fake0)]]
, constant Entity& u_entity [[user(fake0)]]
, device type_8 const& 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)]]
) {
const VertexOutput in = { proj_position, varyings_1.world_normal, varyings_1.world_position };
metal::float3 color = c_ambient;
uint i = 0u;
metal::float3 normal_1 = metal::normalize(in.world_normal);
bool loop_init = true;
while(true) {
if (!loop_init) {
uint _e40 = i;
i = _e40 + 1u;
}
loop_init = false;
uint _e7 = i;
uint _e11 = u_globals.num_lights.x;
if (_e7 < metal::min(_e11, c_max_lights)) {
} else {
break;
}
{
uint _e16 = i;
Light light = s_lights[_e16];
uint _e19 = i;
float _e23 = fetch_shadow(_e19, light.proj * in.world_position, t_shadow, sampler_shadow);
metal::float3 light_dir = metal::normalize(light.pos.xyz - in.world_position.xyz);
float diffuse = metal::max(0.0, metal::dot(normal_1, light_dir));
metal::float3 _e37 = color;
color = _e37 + ((_e23 * diffuse) * light.color.xyz);
}
}
metal::float3 _e42 = color;
metal::float4 _e47 = u_entity.color;
return fs_mainOutput { metal::float4(_e42, 1.0) * _e47 };
}
struct fs_main_without_storageInput {
metal::float3 world_normal [[user(loc0), center_perspective]];
metal::float4 world_position [[user(loc1), center_perspective]];
};
struct fs_main_without_storageOutput {
metal::float4 member_2 [[color(0)]];
};
fragment fs_main_without_storageOutput fs_main_without_storage(
fs_main_without_storageInput varyings_2 [[stage_in]]
, metal::float4 proj_position_1 [[position]]
, constant Globals& u_globals [[user(fake0)]]
, constant Entity& u_entity [[user(fake0)]]
, constant type_9& u_lights [[user(fake0)]]
, metal::depth2d_array<float, metal::access::sample> t_shadow [[user(fake0)]]
, metal::sampler sampler_shadow [[user(fake0)]]
) {
const VertexOutput in_1 = { proj_position_1, varyings_2.world_normal, varyings_2.world_position };
metal::float3 color_1 = c_ambient;
uint i_1 = 0u;
metal::float3 normal_2 = metal::normalize(in_1.world_normal);
bool loop_init_1 = true;
while(true) {
if (!loop_init_1) {
uint _e40 = i_1;
i_1 = _e40 + 1u;
}
loop_init_1 = false;
uint _e7 = i_1;
uint _e11 = u_globals.num_lights.x;
if (_e7 < metal::min(_e11, c_max_lights)) {
} else {
break;
}
{
uint _e16 = i_1;
Light light_1 = u_lights.inner[_e16];
uint _e19 = i_1;
float _e23 = fetch_shadow(_e19, light_1.proj * in_1.world_position, t_shadow, sampler_shadow);
metal::float3 light_dir_1 = metal::normalize(light_1.pos.xyz - in_1.world_position.xyz);
float diffuse_1 = metal::max(0.0, metal::dot(normal_2, light_dir_1));
metal::float3 _e37 = color_1;
color_1 = _e37 + ((_e23 * diffuse_1) * light_1.color.xyz);
}
}
metal::float3 _e42 = color_1;
metal::float4 _e47 = u_entity.color;
return fs_main_without_storageOutput { metal::float4(_e42, 1.0) * _e47 };
}