2021-07-29 18:05:19 +00:00
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#include <metal_stdlib>
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using namespace metal;
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struct PointLight {
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float4 position;
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};
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struct PointLights {
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PointLight values[1];
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};
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struct Uniforms {
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/* 0x0000 */ float4x4 worldView;
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/* 0x0040 */ float4x4 proj;
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/* 0x0080 */ uint numPointLights;
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/* 0x0084 */ uint color_source;
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/* 0x0088 */ int8_t tint_pad[8];
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/* 0x0090 */ float4 color;
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};
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struct FragmentInput {
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float4 position;
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float4 view_position;
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float4 normal;
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float2 uv;
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float4 color;
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};
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struct FragmentOutput {
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float4 color;
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};
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struct tint_symbol_3 {
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float4 view_position [[user(locn0)]];
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float4 normal [[user(locn1)]];
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float2 uv [[user(locn2)]];
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float4 color [[user(locn3)]];
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};
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struct tint_symbol_4 {
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float4 color [[color(0)]];
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};
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float4 getColor(FragmentInput tint_symbol, const constant Uniforms* const tint_symbol_6, texture2d<float, access::sample> tint_symbol_7, sampler tint_symbol_8) {
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float4 color = 0.0f;
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if (((*(tint_symbol_6)).color_source == 0u)) {
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color = tint_symbol.color;
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} else {
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if (((*(tint_symbol_6)).color_source == 1u)) {
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color = tint_symbol.normal;
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color[3] = 1.0f;
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} else {
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if (((*(tint_symbol_6)).color_source == 2u)) {
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color = (*(tint_symbol_6)).color;
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} else {
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if (((*(tint_symbol_6)).color_source == 3u)) {
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color = tint_symbol_7.sample(tint_symbol_8, tint_symbol.uv);
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}
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}
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}
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}
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return color;
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}
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FragmentOutput tint_symbol_1_inner(FragmentInput tint_symbol) {
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FragmentOutput output = {};
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output.color = float4(1.0f, 0.0f, 0.0f, 1.0f);
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return output;
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}
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fragment tint_symbol_4 tint_symbol_1(float4 position [[position]], tint_symbol_3 tint_symbol_2 [[stage_in]]) {
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FragmentInput const tint_symbol_5 = {.position=position, .view_position=tint_symbol_2.view_position, .normal=tint_symbol_2.normal, .uv=tint_symbol_2.uv, .color=tint_symbol_2.color};
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FragmentOutput const inner_result = tint_symbol_1_inner(tint_symbol_5);
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tint_symbol_4 wrapper_result = {};
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wrapper_result.color = inner_result.color;
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return wrapper_result;
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}
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