#include <metal_stdlib> using namespace metal; template<typename T, int N, int M> inline auto operator*(matrix<T, N, M> lhs, packed_vec<T, N> rhs) { return lhs * vec<T, N>(rhs); } template<typename T, int N, int M> inline auto operator*(packed_vec<T, M> lhs, matrix<T, N, M> rhs) { return vec<T, M>(lhs) * rhs; } struct LeftOver { /* 0x0000 */ float time; /* 0x0004 */ uint padding; /* 0x0008 */ int8_t tint_pad[8]; /* 0x0010 */ float4x4 worldViewProjection; /* 0x0050 */ float2 outputSize; /* 0x0058 */ float2 stageSize; /* 0x0060 */ float2 spriteMapSize; /* 0x0068 */ float stageScale; /* 0x006c */ float spriteCount; /* 0x0070 */ packed_float3 colorMul; /* 0x007c */ int8_t tint_pad_1[4]; }; struct main_out { float4 glFragColor_1; }; struct tint_symbol_2 { float3 vPosition_param [[user(locn0)]]; float2 vUV_param [[user(locn1)]]; float2 tUV_param [[user(locn2)]]; float2 stageUnits_1_param [[user(locn3)]]; float2 levelUnits_param [[user(locn4)]]; float2 tileID_1_param [[user(locn5)]]; }; struct tint_symbol_3 { float4 glFragColor_1 [[color(0)]]; }; float4x4 getFrameData_f1_(constant LeftOver& x_20, thread float* const frameID, texture2d<float, access::sample> tint_symbol_5, sampler tint_symbol_6) { float fX = 0.0f; float const x_15 = *(frameID); float const x_25 = x_20.spriteCount; fX = (x_15 / x_25); float const x_37 = fX; float4 const x_40 = tint_symbol_5.sample(tint_symbol_6, float2(x_37, 0.0f), bias(0.0f)); float const x_44 = fX; float4 const x_47 = tint_symbol_5.sample(tint_symbol_6, float2(x_44, 0.25f), bias(0.0f)); float const x_51 = fX; float4 const x_54 = tint_symbol_5.sample(tint_symbol_6, float2(x_51, 0.5f), bias(0.0f)); return float4x4(float4(x_40.x, x_40.y, x_40.z, x_40.w), float4(x_47.x, x_47.y, x_47.z, x_47.w), float4(x_54.x, x_54.y, x_54.z, x_54.w), float4(float4(0.0f, 0.0f, 0.0f, 0.0f).x, float4(0.0f, 0.0f, 0.0f, 0.0f).y, float4(0.0f, 0.0f, 0.0f, 0.0f).z, float4(0.0f, 0.0f, 0.0f, 0.0f).w)); } void main_1(constant LeftOver& x_20, thread float2* const tint_symbol_7, texture2d<float, access::sample> tint_symbol_8, sampler tint_symbol_9, texture2d<float, access::sample> tint_symbol_10, texture2d<float, access::sample> tint_symbol_11, sampler tint_symbol_12, thread float* const tint_symbol_13, texture2d<float, access::sample> tint_symbol_14, sampler tint_symbol_15, texture2d<float, access::sample> tint_symbol_16, sampler tint_symbol_17, thread float4* const tint_symbol_18) { float4 color = 0.0f; float2 tileUV = 0.0f; float2 tileID = 0.0f; float2 sheetUnits = 0.0f; float spriteUnits = 0.0f; float2 stageUnits = 0.0f; int i = 0; float frameID_1 = 0.0f; float4 animationData = 0.0f; float f = 0.0f; float4x4 frameData = float4x4(0.0f); float param = 0.0f; float2 frameSize = 0.0f; float2 offset_1 = 0.0f; float2 ratio = 0.0f; float4 nc = 0.0f; float alpha = 0.0f; float3 mixed = 0.0f; color = float4(0.0f, 0.0f, 0.0f, 0.0f); float2 const x_86 = *(tint_symbol_7); tileUV = fract(x_86); float const x_91 = tileUV.y; tileUV.y = (1.0f - x_91); float2 const x_95 = *(tint_symbol_7); tileID = floor(x_95); float2 const x_101 = x_20.spriteMapSize; sheetUnits = (float2(1.0f, 1.0f) / x_101); float const x_106 = x_20.spriteCount; spriteUnits = (1.0f / x_106); float2 const x_111 = x_20.stageSize; stageUnits = (float2(1.0f, 1.0f) / x_111); i = 0; while (true) { int const x_122 = i; if ((x_122 < 2)) { } else { break; } int const x_126 = i; switch(x_126) { case 1: { float2 const x_150 = tileID; float2 const x_154 = x_20.stageSize; float4 const x_156 = tint_symbol_8.sample(tint_symbol_9, ((x_150 + float2(0.5f, 0.5f)) / x_154), bias(0.0f)); frameID_1 = x_156.x; break; } case 0: { float2 const x_136 = tileID; float2 const x_140 = x_20.stageSize; float4 const x_142 = tint_symbol_10.sample(tint_symbol_9, ((x_136 + float2(0.5f, 0.5f)) / x_140), bias(0.0f)); frameID_1 = x_142.x; break; } default: { break; } } float const x_166 = frameID_1; float const x_169 = x_20.spriteCount; float4 const x_172 = tint_symbol_11.sample(tint_symbol_12, float2(((x_166 + 0.5f) / x_169), 0.0f), bias(0.0f)); animationData = x_172; float const x_174 = animationData.y; if ((x_174 > 0.0f)) { float const x_181 = x_20.time; float const x_184 = animationData.z; *(tint_symbol_13) = fmod((x_181 * x_184), 1.0f); f = 0.0f; while (true) { float const x_193 = f; if ((x_193 < 8.0f)) { } else { break; } float const x_197 = animationData.y; float const x_198 = *(tint_symbol_13); if ((x_197 > x_198)) { float const x_203 = animationData.x; frameID_1 = x_203; break; } float const x_208 = frameID_1; float const x_211 = x_20.spriteCount; float const x_214 = f; float4 const x_217 = tint_symbol_11.sample(tint_symbol_12, float2(((x_208 + 0.5f) / x_211), (0.125f * x_214)), bias(0.0f)); animationData = x_217; { float const x_218 = f; f = (x_218 + 1.0f); } } } float const x_222 = frameID_1; param = (x_222 + 0.5f); float4x4 const x_225 = getFrameData_f1_(x_20, &(param), tint_symbol_14, tint_symbol_15); frameData = x_225; float4 const x_228 = frameData[0]; float2 const x_231 = x_20.spriteMapSize; frameSize = (float2(x_228.w, x_228.z) / x_231); float4 const x_235 = frameData[0]; float2 const x_237 = sheetUnits; offset_1 = (float2(x_235.x, x_235.y) * x_237); float4 const x_241 = frameData[2]; float4 const x_244 = frameData[0]; ratio = (float2(x_241.x, x_241.y) / float2(x_244.w, x_244.z)); float const x_248 = frameData[2].z; if ((x_248 == 1.0f)) { float2 const x_252 = tileUV; tileUV = float2(x_252.y, x_252.x); } int const x_254 = i; if ((x_254 == 0)) { float2 const x_263 = tileUV; float2 const x_264 = frameSize; float2 const x_266 = offset_1; float4 const x_268 = tint_symbol_16.sample(tint_symbol_17, ((x_263 * x_264) + x_266)); color = x_268; } else { float2 const x_274 = tileUV; float2 const x_275 = frameSize; float2 const x_277 = offset_1; float4 const x_279 = tint_symbol_16.sample(tint_symbol_17, ((x_274 * x_275) + x_277)); nc = x_279; float const x_283 = color.w; float const x_285 = nc.w; alpha = fmin((x_283 + x_285), 1.0f); float4 const x_290 = color; float4 const x_292 = nc; float const x_295 = nc.w; mixed = mix(float3(x_290.x, x_290.y, x_290.z), float3(x_292.x, x_292.y, x_292.z), float3(x_295, x_295, x_295)); float3 const x_298 = mixed; float const x_299 = alpha; color = float4(x_298.x, x_298.y, x_298.z, x_299); } { int const x_304 = i; i = as_type<int>((as_type<uint>(x_304) + as_type<uint>(1))); } } float3 const x_310 = x_20.colorMul; float4 const x_311 = color; float3 const x_313 = (float3(x_311.x, x_311.y, x_311.z) * x_310); float4 const x_314 = color; color = float4(x_313.x, x_313.y, x_313.z, x_314.w); float4 const x_318 = color; *(tint_symbol_18) = x_318; return; } main_out tint_symbol_inner(constant LeftOver& x_20, float2 tUV_param, float2 tileID_1_param, float2 levelUnits_param, float2 stageUnits_1_param, float3 vPosition_param, float2 vUV_param, thread float2* const tint_symbol_19, thread float2* const tint_symbol_20, thread float2* const tint_symbol_21, thread float2* const tint_symbol_22, thread float3* const tint_symbol_23, thread float2* const tint_symbol_24, texture2d<float, access::sample> tint_symbol_25, sampler tint_symbol_26, texture2d<float, access::sample> tint_symbol_27, texture2d<float, access::sample> tint_symbol_28, sampler tint_symbol_29, thread float* const tint_symbol_30, texture2d<float, access::sample> tint_symbol_31, sampler tint_symbol_32, texture2d<float, access::sample> tint_symbol_33, sampler tint_symbol_34, thread float4* const tint_symbol_35) { *(tint_symbol_19) = tUV_param; *(tint_symbol_20) = tileID_1_param; *(tint_symbol_21) = levelUnits_param; *(tint_symbol_22) = stageUnits_1_param; *(tint_symbol_23) = vPosition_param; *(tint_symbol_24) = vUV_param; main_1(x_20, tint_symbol_19, tint_symbol_25, tint_symbol_26, tint_symbol_27, tint_symbol_28, tint_symbol_29, tint_symbol_30, tint_symbol_31, tint_symbol_32, tint_symbol_33, tint_symbol_34, tint_symbol_35); main_out const tint_symbol_4 = {.glFragColor_1=*(tint_symbol_35)}; return tint_symbol_4; } fragment tint_symbol_3 tint_symbol(texture2d<float, access::sample> tint_symbol_42 [[texture(0)]], sampler tint_symbol_43 [[sampler(0)]], texture2d<float, access::sample> tint_symbol_44 [[texture(1)]], texture2d<float, access::sample> tint_symbol_45 [[texture(2)]], sampler tint_symbol_46 [[sampler(1)]], texture2d<float, access::sample> tint_symbol_48 [[texture(3)]], sampler tint_symbol_49 [[sampler(2)]], texture2d<float, access::sample> tint_symbol_50 [[texture(4)]], sampler tint_symbol_51 [[sampler(3)]], tint_symbol_2 tint_symbol_1 [[stage_in]], constant LeftOver& x_20 [[buffer(0)]]) { thread float2 tint_symbol_36 = 0.0f; thread float2 tint_symbol_37 = 0.0f; thread float2 tint_symbol_38 = 0.0f; thread float2 tint_symbol_39 = 0.0f; thread float3 tint_symbol_40 = 0.0f; thread float2 tint_symbol_41 = 0.0f; thread float tint_symbol_47 = 0.0f; thread float4 tint_symbol_52 = 0.0f; main_out const inner_result = tint_symbol_inner(x_20, tint_symbol_1.tUV_param, tint_symbol_1.tileID_1_param, tint_symbol_1.levelUnits_param, tint_symbol_1.stageUnits_1_param, tint_symbol_1.vPosition_param, tint_symbol_1.vUV_param, &(tint_symbol_36), &(tint_symbol_37), &(tint_symbol_38), &(tint_symbol_39), &(tint_symbol_40), &(tint_symbol_41), tint_symbol_42, tint_symbol_43, tint_symbol_44, tint_symbol_45, tint_symbol_46, &(tint_symbol_47), tint_symbol_48, tint_symbol_49, tint_symbol_50, tint_symbol_51, &(tint_symbol_52)); tint_symbol_3 wrapper_result = {}; wrapper_result.glFragColor_1 = inner_result.glFragColor_1; return wrapper_result; }