49 lines
2.6 KiB
Plaintext
49 lines
2.6 KiB
Plaintext
#include <metal_stdlib>
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using namespace metal;
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struct tint_array_wrapper {
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float arr[3];
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};
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struct BloomUniforms {
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/* 0x0000 */ float radius;
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/* 0x0004 */ float dim;
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};
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struct FragmentInput {
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float2 texCoord;
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};
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struct tint_symbol_1 {
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float2 texCoord [[user(locn0)]];
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};
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struct tint_symbol_2 {
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float4 value [[color(0)]];
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};
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constant float2 bloomDir = float2(0.0f, 1.0f);
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float4 getGaussianBlur(float2 texCoord, const constant BloomUniforms* const tint_symbol_4, texture2d<float, access::sample> tint_symbol_5, sampler tint_symbol_6, thread tint_array_wrapper* const tint_symbol_7) {
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float2 const texelRadius = (float2((*(tint_symbol_4)).radius) / float2(int2(tint_symbol_5.get_width(), tint_symbol_5.get_height())));
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float2 const step = (bloomDir * texelRadius);
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float4 sum = float4(0.0f);
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sum = (sum + (tint_symbol_5.sample(tint_symbol_6, texCoord) * (*(tint_symbol_7)).arr[0]));
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sum = (sum + (tint_symbol_5.sample(tint_symbol_6, (texCoord + (step * 1.0f))) * (*(tint_symbol_7)).arr[1]));
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sum = (sum + (tint_symbol_5.sample(tint_symbol_6, (texCoord - (step * 1.0f))) * (*(tint_symbol_7)).arr[1]));
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sum = (sum + (tint_symbol_5.sample(tint_symbol_6, (texCoord + (step * 2.0f))) * (*(tint_symbol_7)).arr[2]));
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sum = (sum + (tint_symbol_5.sample(tint_symbol_6, (texCoord - (step * 2.0f))) * (*(tint_symbol_7)).arr[2]));
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return float4(float4(sum).rgb, 1.0f);
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}
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float4 fragmentMain_inner(FragmentInput input, const constant BloomUniforms* const tint_symbol_8, texture2d<float, access::sample> tint_symbol_9, sampler tint_symbol_10, thread tint_array_wrapper* const tint_symbol_11, texture2d<float, access::sample> tint_symbol_12) {
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float4 const blurColor = getGaussianBlur(input.texCoord, tint_symbol_8, tint_symbol_9, tint_symbol_10, tint_symbol_11);
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float4 const dimColor = (tint_symbol_12.sample(tint_symbol_10, input.texCoord) * (*(tint_symbol_8)).dim);
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return (blurColor + dimColor);
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}
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fragment tint_symbol_2 fragmentMain(const constant BloomUniforms* tint_symbol_13 [[buffer(0)]], texture2d<float, access::sample> tint_symbol_14 [[texture(0)]], sampler tint_symbol_15 [[sampler(0)]], texture2d<float, access::sample> tint_symbol_17 [[texture(1)]], tint_symbol_1 tint_symbol [[stage_in]]) {
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thread tint_array_wrapper tint_symbol_16 = {.arr={0.227027029f, 0.31621623f, 0.07027027f}};
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FragmentInput const tint_symbol_3 = {.texCoord=tint_symbol.texCoord};
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float4 const inner_result = fragmentMain_inner(tint_symbol_3, tint_symbol_13, tint_symbol_14, tint_symbol_15, &(tint_symbol_16), tint_symbol_17);
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tint_symbol_2 wrapper_result = {};
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wrapper_result.value = inner_result;
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return wrapper_result;
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}
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