#include using namespace metal; template inline auto operator*(matrix lhs, packed_vec rhs) { return lhs * vec(rhs); } template inline auto operator*(packed_vec lhs, matrix rhs) { return vec(lhs) * rhs; } struct lightingInfo { float3 diffuse; float3 specular; }; struct LeftOver { /* 0x0000 */ float4x4 u_World; /* 0x0040 */ float4x4 u_ViewProjection; /* 0x0080 */ float u_bumpStrength; /* 0x0084 */ uint padding; /* 0x0088 */ int8_t tint_pad[8]; /* 0x0090 */ packed_float3 u_cameraPosition; /* 0x009c */ float u_parallaxScale; /* 0x00a0 */ float textureInfoName; /* 0x00a4 */ uint padding_1; /* 0x00a8 */ float2 tangentSpaceParameter0; }; struct Light0 { /* 0x0000 */ float4 vLightData; /* 0x0010 */ float4 vLightDiffuse; /* 0x0020 */ float4 vLightSpecular; /* 0x0030 */ packed_float3 vLightGround; /* 0x003c */ uint padding_2; /* 0x0040 */ float4 shadowsInfo; /* 0x0050 */ float2 depthValues; /* 0x0058 */ int8_t tint_pad_1[8]; }; struct main_out { float4 glFragColor_1; }; struct tint_symbol_2 { float4 v_output1_param [[user(locn0)]]; float2 vMainuv_param [[user(locn1)]]; float4 v_output2_param [[user(locn2)]]; float2 v_uv_param [[user(locn3)]]; }; struct tint_symbol_3 { float4 glFragColor_1 [[color(0)]]; }; float3x3 cotangent_frame_vf3_vf3_vf2_vf2_(thread float3* const normal_1, thread float3* const p, thread float2* const uv, thread float2* const tangentSpaceParams) { float3 dp1 = 0.0f; float3 dp2 = 0.0f; float2 duv1 = 0.0f; float2 duv2 = 0.0f; float3 dp2perp = 0.0f; float3 dp1perp = 0.0f; float3 tangent = 0.0f; float3 bitangent = 0.0f; float invmax = 0.0f; float3 const x_133 = *(p); dp1 = dfdx(x_133); float3 const x_136 = *(p); dp2 = dfdy(x_136); float2 const x_139 = *(uv); duv1 = dfdx(x_139); float2 const x_142 = *(uv); duv2 = dfdy(x_142); float3 const x_145 = dp2; float3 const x_146 = *(normal_1); dp2perp = cross(x_145, x_146); float3 const x_149 = *(normal_1); float3 const x_150 = dp1; dp1perp = cross(x_149, x_150); float3 const x_153 = dp2perp; float const x_155 = duv1.x; float3 const x_157 = dp1perp; float const x_159 = duv2.x; tangent = ((x_153 * x_155) + (x_157 * x_159)); float3 const x_163 = dp2perp; float const x_165 = duv1.y; float3 const x_167 = dp1perp; float const x_169 = duv2.y; bitangent = ((x_163 * x_165) + (x_167 * x_169)); float const x_173 = (*(tangentSpaceParams)).x; float3 const x_174 = tangent; tangent = (x_174 * x_173); float const x_177 = (*(tangentSpaceParams)).y; float3 const x_178 = bitangent; bitangent = (x_178 * x_177); float3 const x_181 = tangent; float3 const x_182 = tangent; float3 const x_184 = bitangent; float3 const x_185 = bitangent; invmax = rsqrt(fmax(dot(x_181, x_182), dot(x_184, x_185))); float3 const x_189 = tangent; float const x_190 = invmax; float3 const x_191 = (x_189 * x_190); float3 const x_192 = bitangent; float const x_193 = invmax; float3 const x_194 = (x_192 * x_193); float3 const x_195 = *(normal_1); return float3x3(float3(x_191.x, x_191.y, x_191.z), float3(x_194.x, x_194.y, x_194.z), float3(x_195.x, x_195.y, x_195.z)); } float3x3 transposeMat3_mf33_(thread float3x3* const inMatrix) { float3 i0 = 0.0f; float3 i1 = 0.0f; float3 i2 = 0.0f; float3x3 outMatrix = float3x3(0.0f); float3 const x_60 = (*(inMatrix))[0]; i0 = x_60; float3 const x_64 = (*(inMatrix))[1]; i1 = x_64; float3 const x_68 = (*(inMatrix))[2]; i2 = x_68; float const x_73 = i0.x; float const x_75 = i1.x; float const x_77 = i2.x; float3 const x_78 = float3(x_73, x_75, x_77); float const x_81 = i0.y; float const x_83 = i1.y; float const x_85 = i2.y; float3 const x_86 = float3(x_81, x_83, x_85); float const x_89 = i0.z; float const x_91 = i1.z; float const x_93 = i2.z; float3 const x_94 = float3(x_89, x_91, x_93); outMatrix = float3x3(float3(x_78.x, x_78.y, x_78.z), float3(x_86.x, x_86.y, x_86.z), float3(x_94.x, x_94.y, x_94.z)); float3x3 const x_110 = outMatrix; return x_110; } float3 perturbNormalBase_mf33_vf3_f1_(thread float3x3* const cotangentFrame, thread float3* const normal, thread float* const scale) { float3x3 const x_113 = *(cotangentFrame); float3 const x_114 = *(normal); return normalize((x_113 * x_114)); } float3 perturbNormal_mf33_vf3_f1_(thread float3x3* const cotangentFrame_1, thread float3* const textureSample, thread float* const scale_1) { float3x3 param = float3x3(0.0f); float3 param_1 = 0.0f; float param_2 = 0.0f; float3 const x_119 = *(textureSample); float3x3 const x_125 = *(cotangentFrame_1); param = x_125; param_1 = ((x_119 * 2.0f) - float3(1.0f, 1.0f, 1.0f)); float const x_128 = *(scale_1); param_2 = x_128; float3 const x_129 = perturbNormalBase_mf33_vf3_f1_(&(param), &(param_1), &(param_2)); return x_129; } lightingInfo computeHemisphericLighting_vf3_vf3_vf4_vf3_vf3_vf3_f1_(thread float3* const viewDirectionW, thread float3* const vNormal, thread float4* const lightData, thread float3* const diffuseColor, thread float3* const specularColor, thread float3* const groundColor, thread float* const glossiness) { float ndl = 0.0f; lightingInfo result = {}; float3 angleW = 0.0f; float specComp = 0.0f; float3 const x_212 = *(vNormal); float4 const x_213 = *(lightData); ndl = ((dot(x_212, float3(x_213.x, x_213.y, x_213.z)) * 0.5f) + 0.5f); float3 const x_220 = *(groundColor); float3 const x_221 = *(diffuseColor); float const x_222 = ndl; result.diffuse = mix(x_220, x_221, float3(x_222, x_222, x_222)); float3 const x_227 = *(viewDirectionW); float4 const x_228 = *(lightData); angleW = normalize((x_227 + float3(x_228.x, x_228.y, x_228.z))); float3 const x_233 = *(vNormal); float3 const x_234 = angleW; specComp = fmax(0.0f, dot(x_233, x_234)); float const x_237 = specComp; float const x_238 = *(glossiness); specComp = pow(x_237, fmax(1.0f, x_238)); float const x_241 = specComp; float3 const x_242 = *(specularColor); result.specular = (x_242 * x_241); lightingInfo const x_245 = result; return x_245; } void main_1(constant LeftOver& x_269, constant Light0& light0, thread float* const tint_symbol_5, thread float3* const tint_symbol_6, thread float2* const tint_symbol_7, texture2d tint_symbol_8, sampler tint_symbol_9, thread float4* const tint_symbol_10, thread bool* const tint_symbol_11, thread float2* const tint_symbol_12, thread float4* const tint_symbol_13, texture2d tint_symbol_14, sampler tint_symbol_15, thread float4* const tint_symbol_16) { float4 tempTextureRead = 0.0f; float3 rgb = 0.0f; float3 output5 = 0.0f; float4 output4 = 0.0f; float2 uvOffset = 0.0f; float normalScale = 0.0f; float2 TBNUV = 0.0f; float2 x_299 = 0.0f; float3x3 TBN = float3x3(0.0f); float3 param_3 = 0.0f; float3 param_4 = 0.0f; float2 param_5 = 0.0f; float2 param_6 = 0.0f; float3x3 invTBN = float3x3(0.0f); float3x3 param_7 = float3x3(0.0f); float parallaxLimit = 0.0f; float2 vOffsetDir = 0.0f; float2 vMaxOffset = 0.0f; float numSamples = 0.0f; float stepSize = 0.0f; float currRayHeight = 0.0f; float2 vCurrOffset = 0.0f; float2 vLastOffset = 0.0f; float lastSampledHeight = 0.0f; float currSampledHeight = 0.0f; int i = 0; float delta1 = 0.0f; float delta2 = 0.0f; float ratio = 0.0f; float2 parallaxOcclusion_0 = 0.0f; float3x3 param_8 = float3x3(0.0f); float3 param_9 = 0.0f; float param_10 = 0.0f; float2 output6 = 0.0f; float4 tempTextureRead1 = 0.0f; float3 rgb1 = 0.0f; float3 viewDirectionW_1 = 0.0f; float shadow = 0.0f; float glossiness_1 = 0.0f; float3 diffuseBase = 0.0f; float3 specularBase = 0.0f; float3 normalW = 0.0f; lightingInfo info = {}; float3 param_11 = 0.0f; float3 param_12 = 0.0f; float4 param_13 = 0.0f; float3 param_14 = 0.0f; float3 param_15 = 0.0f; float3 param_16 = 0.0f; float param_17 = 0.0f; float3 diffuseOutput = 0.0f; float3 specularOutput = 0.0f; float3 output3 = 0.0f; *(tint_symbol_5) = 100.0f; *(tint_symbol_6) = float3(0.5f, 0.5f, 0.5f); float2 const x_261 = *(tint_symbol_7); float4 const x_262 = tint_symbol_8.sample(tint_symbol_9, x_261); tempTextureRead = x_262; float4 const x_264 = tempTextureRead; float const x_273 = x_269.textureInfoName; rgb = (float3(x_264.x, x_264.y, x_264.z) * x_273); float3 const x_279 = x_269.u_cameraPosition; float4 const x_282 = *(tint_symbol_10); output5 = normalize((x_279 - float3(x_282.x, x_282.y, x_282.z))); output4 = float4(0.0f, 0.0f, 0.0f, 0.0f); uvOffset = float2(0.0f, 0.0f); float const x_292 = x_269.u_bumpStrength; normalScale = (1.0f / x_292); bool const x_298 = *(tint_symbol_11); if (x_298) { float2 const x_303 = *(tint_symbol_12); x_299 = x_303; } else { float2 const x_305 = *(tint_symbol_12); x_299 = -(x_305); } float2 const x_307 = x_299; TBNUV = x_307; float4 const x_310 = *(tint_symbol_13); float const x_312 = normalScale; param_3 = (float3(x_310.x, x_310.y, x_310.z) * x_312); float4 const x_317 = *(tint_symbol_10); param_4 = float3(x_317.x, x_317.y, x_317.z); float2 const x_320 = TBNUV; param_5 = x_320; float2 const x_324 = x_269.tangentSpaceParameter0; param_6 = x_324; float3x3 const x_325 = cotangent_frame_vf3_vf3_vf2_vf2_(&(param_3), &(param_4), &(param_5), &(param_6)); TBN = x_325; float3x3 const x_328 = TBN; param_7 = x_328; float3x3 const x_329 = transposeMat3_mf33_(&(param_7)); invTBN = x_329; float3x3 const x_331 = invTBN; float3 const x_332 = output5; float3 const x_334 = (x_331 * -(x_332)); float3x3 const x_337 = invTBN; float3 const x_338 = output5; parallaxLimit = (length(float2(x_334.x, x_334.y)) / ((x_337 * -(x_338))).z); float const x_345 = x_269.u_parallaxScale; float const x_346 = parallaxLimit; parallaxLimit = (x_346 * x_345); float3x3 const x_349 = invTBN; float3 const x_350 = output5; float3 const x_352 = (x_349 * -(x_350)); vOffsetDir = normalize(float2(x_352.x, x_352.y)); float2 const x_356 = vOffsetDir; float const x_357 = parallaxLimit; vMaxOffset = (x_356 * x_357); float3x3 const x_361 = invTBN; float3 const x_362 = output5; float3x3 const x_365 = invTBN; float4 const x_366 = *(tint_symbol_13); numSamples = (15.0f + (dot((x_361 * -(x_362)), (x_365 * float3(x_366.x, x_366.y, x_366.z))) * -11.0f)); float const x_374 = numSamples; stepSize = (1.0f / x_374); currRayHeight = 1.0f; vCurrOffset = float2(0.0f, 0.0f); vLastOffset = float2(0.0f, 0.0f); lastSampledHeight = 1.0f; currSampledHeight = 1.0f; i = 0; while (true) { int const x_388 = i; if ((x_388 < 15)) { } else { break; } float2 const x_394 = *(tint_symbol_12); float2 const x_395 = vCurrOffset; float4 const x_397 = tint_symbol_8.sample(tint_symbol_9, (x_394 + x_395)); currSampledHeight = x_397.w; float const x_400 = currSampledHeight; float const x_401 = currRayHeight; if ((x_400 > x_401)) { float const x_406 = currSampledHeight; float const x_407 = currRayHeight; delta1 = (x_406 - x_407); float const x_410 = currRayHeight; float const x_411 = stepSize; float const x_413 = lastSampledHeight; delta2 = ((x_410 + x_411) - x_413); float const x_416 = delta1; float const x_417 = delta1; float const x_418 = delta2; ratio = (x_416 / (x_417 + x_418)); float const x_421 = ratio; float2 const x_422 = vLastOffset; float const x_424 = ratio; float2 const x_426 = vCurrOffset; vCurrOffset = ((x_422 * x_421) + (x_426 * (1.0f - x_424))); break; } else { float const x_431 = stepSize; float const x_432 = currRayHeight; currRayHeight = (x_432 - x_431); float2 const x_434 = vCurrOffset; vLastOffset = x_434; float const x_435 = stepSize; float2 const x_436 = vMaxOffset; float2 const x_438 = vCurrOffset; vCurrOffset = (x_438 + (x_436 * x_435)); float const x_440 = currSampledHeight; lastSampledHeight = x_440; } { int const x_441 = i; i = as_type((as_type(x_441) + as_type(1))); } } float2 const x_444 = vCurrOffset; parallaxOcclusion_0 = x_444; float2 const x_445 = parallaxOcclusion_0; uvOffset = x_445; float2 const x_449 = *(tint_symbol_12); float2 const x_450 = uvOffset; float4 const x_452 = tint_symbol_8.sample(tint_symbol_9, (x_449 + x_450)); float const x_454 = x_269.u_bumpStrength; float3x3 const x_457 = TBN; param_8 = x_457; param_9 = float3(x_452.x, x_452.y, x_452.z); param_10 = (1.0f / x_454); float3 const x_461 = perturbNormal_mf33_vf3_f1_(&(param_8), &(param_9), &(param_10)); float4 const x_462 = output4; output4 = float4(x_461.x, x_461.y, x_461.z, x_462.w); float2 const x_465 = *(tint_symbol_12); float2 const x_466 = uvOffset; output6 = (x_465 + x_466); float2 const x_474 = output6; float4 const x_475 = tint_symbol_14.sample(tint_symbol_15, x_474); tempTextureRead1 = x_475; float4 const x_477 = tempTextureRead1; rgb1 = float3(x_477.x, x_477.y, x_477.z); float3 const x_481 = x_269.u_cameraPosition; float4 const x_482 = *(tint_symbol_10); viewDirectionW_1 = normalize((x_481 - float3(x_482.x, x_482.y, x_482.z))); shadow = 1.0f; float const x_488 = *(tint_symbol_5); glossiness_1 = (1.0f * x_488); diffuseBase = float3(0.0f, 0.0f, 0.0f); specularBase = float3(0.0f, 0.0f, 0.0f); float4 const x_494 = output4; normalW = float3(x_494.x, x_494.y, x_494.z); float3 const x_501 = viewDirectionW_1; param_11 = x_501; float3 const x_503 = normalW; param_12 = x_503; float4 const x_507 = light0.vLightData; param_13 = x_507; float4 const x_510 = light0.vLightDiffuse; param_14 = float3(x_510.x, x_510.y, x_510.z); float4 const x_514 = light0.vLightSpecular; param_15 = float3(x_514.x, x_514.y, x_514.z); float3 const x_518 = light0.vLightGround; param_16 = x_518; float const x_520 = glossiness_1; param_17 = x_520; lightingInfo const x_521 = computeHemisphericLighting_vf3_vf3_vf4_vf3_vf3_vf3_f1_(&(param_11), &(param_12), &(param_13), &(param_14), &(param_15), &(param_16), &(param_17)); info = x_521; shadow = 1.0f; float3 const x_523 = info.diffuse; float const x_524 = shadow; float3 const x_526 = diffuseBase; diffuseBase = (x_526 + (x_523 * x_524)); float3 const x_529 = info.specular; float const x_530 = shadow; float3 const x_532 = specularBase; specularBase = (x_532 + (x_529 * x_530)); float3 const x_535 = diffuseBase; float3 const x_536 = rgb1; diffuseOutput = (x_535 * x_536); float3 const x_539 = specularBase; float3 const x_540 = *(tint_symbol_6); specularOutput = (x_539 * x_540); float3 const x_543 = diffuseOutput; float3 const x_544 = specularOutput; output3 = (x_543 + x_544); float3 const x_548 = output3; *(tint_symbol_16) = float4(x_548.x, x_548.y, x_548.z, 1.0f); return; } main_out tint_symbol_inner(constant LeftOver& x_269, constant Light0& light0, float2 vMainuv_param, float4 v_output1_param, bool gl_FrontFacing_param, float2 v_uv_param, float4 v_output2_param, thread float2* const tint_symbol_17, thread float4* const tint_symbol_18, thread bool* const tint_symbol_19, thread float2* const tint_symbol_20, thread float4* const tint_symbol_21, thread float* const tint_symbol_22, thread float3* const tint_symbol_23, texture2d tint_symbol_24, sampler tint_symbol_25, texture2d tint_symbol_26, sampler tint_symbol_27, thread float4* const tint_symbol_28) { *(tint_symbol_17) = vMainuv_param; *(tint_symbol_18) = v_output1_param; *(tint_symbol_19) = gl_FrontFacing_param; *(tint_symbol_20) = v_uv_param; *(tint_symbol_21) = v_output2_param; main_1(x_269, light0, tint_symbol_22, tint_symbol_23, tint_symbol_17, tint_symbol_24, tint_symbol_25, tint_symbol_18, tint_symbol_19, tint_symbol_20, tint_symbol_21, tint_symbol_26, tint_symbol_27, tint_symbol_28); main_out const tint_symbol_4 = {.glFragColor_1=*(tint_symbol_28)}; return tint_symbol_4; } fragment tint_symbol_3 tint_symbol(texture2d tint_symbol_36 [[texture(0)]], sampler tint_symbol_37 [[sampler(0)]], texture2d tint_symbol_38 [[texture(1)]], sampler tint_symbol_39 [[sampler(1)]], bool gl_FrontFacing_param [[front_facing]], tint_symbol_2 tint_symbol_1 [[stage_in]], constant LeftOver& x_269 [[buffer(0)]], constant Light0& light0 [[buffer(1)]]) { thread float2 tint_symbol_29 = 0.0f; thread float4 tint_symbol_30 = 0.0f; thread bool tint_symbol_31 = false; thread float2 tint_symbol_32 = 0.0f; thread float4 tint_symbol_33 = 0.0f; thread float tint_symbol_34 = 0.0f; thread float3 tint_symbol_35 = 0.0f; thread float4 tint_symbol_40 = 0.0f; main_out const inner_result = tint_symbol_inner(x_269, light0, tint_symbol_1.vMainuv_param, tint_symbol_1.v_output1_param, gl_FrontFacing_param, tint_symbol_1.v_uv_param, tint_symbol_1.v_output2_param, &(tint_symbol_29), &(tint_symbol_30), &(tint_symbol_31), &(tint_symbol_32), &(tint_symbol_33), &(tint_symbol_34), &(tint_symbol_35), tint_symbol_36, tint_symbol_37, tint_symbol_38, tint_symbol_39, &(tint_symbol_40)); tint_symbol_3 wrapper_result = {}; wrapper_result.glFragColor_1 = inner_result.glFragColor_1; return wrapper_result; }