static const char metal_model_distortion_ps[] = R"(mtlcode #pragma clang diagnostic ignored "-Wmissing-prototypes" #include #include using namespace metal; struct PS_Input { float4 PosVS; float2 UV; float4 ProjBinormal; float4 ProjTangent; float4 PosP; float4 Color; }; struct PS_ConstanBuffer { float4 g_scale; float4 mUVInversedBack; float4 fFlipbookParameter; float4 fUVDistortionParameter; float4 fBlendTextureParameter; float4 softParticleParam; float4 reconstructionParam1; float4 reconstructionParam2; }; struct main0_out { float4 _entryPointOutput [[color(0)]]; }; struct main0_in { float2 Input_UV [[user(locn0), centroid_perspective]]; float4 Input_ProjBinormal [[user(locn1)]]; float4 Input_ProjTangent [[user(locn2)]]; float4 Input_PosP [[user(locn3)]]; float4 Input_Color [[user(locn4), centroid_perspective]]; }; static inline __attribute__((always_inline)) float SoftParticle(thread const float& backgroundZ, thread const float& meshZ, thread const float4& softparticleParam, thread const float4& reconstruct1, thread const float4& reconstruct2) { float distanceFar = softparticleParam.x; float distanceNear = softparticleParam.y; float distanceNearOffset = softparticleParam.z; float2 rescale = reconstruct1.xy; float4 params = reconstruct2; float2 zs = float2((backgroundZ * rescale.x) + rescale.y, meshZ); float2 depth = ((zs * params.w) - float2(params.y)) / (float2(params.x) - (zs * params.z)); float dir = sign(depth.x); depth *= dir; float alphaFar = (depth.x - depth.y) / distanceFar; float alphaNear = (depth.y - distanceNearOffset) / distanceNear; return fast::min(fast::max(fast::min(alphaFar, alphaNear), 0.0), 1.0); } static inline __attribute__((always_inline)) float4 _main(PS_Input Input, thread texture2d _colorTex, thread sampler sampler_colorTex, constant PS_ConstanBuffer& v_155, thread texture2d _backTex, thread sampler sampler_backTex, thread texture2d _depthTex, thread sampler sampler_depthTex) { float4 Output = _colorTex.sample(sampler_colorTex, Input.UV); Output.w *= Input.Color.w; float2 pos = Input.PosP.xy / float2(Input.PosP.w); float2 posR = Input.ProjTangent.xy / float2(Input.ProjTangent.w); float2 posU = Input.ProjBinormal.xy / float2(Input.ProjBinormal.w); float xscale = (((Output.x * 2.0) - 1.0) * Input.Color.x) * v_155.g_scale.x; float yscale = (((Output.y * 2.0) - 1.0) * Input.Color.y) * v_155.g_scale.x; float2 uv = (pos + ((posR - pos) * xscale)) + ((posU - pos) * yscale); uv.x = (uv.x + 1.0) * 0.5; uv.y = 1.0 - ((uv.y + 1.0) * 0.5); uv.y = v_155.mUVInversedBack.x + (v_155.mUVInversedBack.y * uv.y); float3 color = float3(_backTex.sample(sampler_backTex, uv).xyz); Output = float4(color.x, color.y, color.z, Output.w); float4 screenPos = Input.PosP / float4(Input.PosP.w); float2 screenUV = (screenPos.xy + float2(1.0)) / float2(2.0); screenUV.y = 1.0 - screenUV.y; if ((isunordered(v_155.softParticleParam.w, 0.0) || v_155.softParticleParam.w != 0.0)) { float backgroundZ = _depthTex.sample(sampler_depthTex, screenUV).x; float param = backgroundZ; float param_1 = screenPos.z; float4 param_2 = v_155.softParticleParam; float4 param_3 = v_155.reconstructionParam1; float4 param_4 = v_155.reconstructionParam2; Output.w *= SoftParticle(param, param_1, param_2, param_3, param_4); } if (Output.w == 0.0) { discard_fragment(); } return Output; } fragment main0_out main0(main0_in in [[stage_in]], constant PS_ConstanBuffer& v_155 [[buffer(0)]], texture2d _colorTex [[texture(0)]], texture2d _backTex [[texture(1)]], texture2d _depthTex [[texture(2)]], sampler sampler_colorTex [[sampler(0)]], sampler sampler_backTex [[sampler(1)]], sampler sampler_depthTex [[sampler(2)]], float4 gl_FragCoord [[position]]) { main0_out out = {}; PS_Input Input; Input.PosVS = gl_FragCoord; Input.UV = in.Input_UV; Input.ProjBinormal = in.Input_ProjBinormal; Input.ProjTangent = in.Input_ProjTangent; Input.PosP = in.Input_PosP; Input.Color = in.Input_Color; float4 _310 = _main(Input, _colorTex, sampler_colorTex, v_155, _backTex, sampler_backTex, _depthTex, sampler_depthTex); out._entryPointOutput = _310; return out; } )";