static const char metal_ad_sprite_lit_vs[] = R"(mtlcode #pragma clang diagnostic ignored "-Wmissing-prototypes" #include #include using namespace metal; struct VS_Input { float3 Pos; float4 Color; float4 Normal; float4 Tangent; float2 UV1; float2 UV2; float4 Alpha_Dist_UV; float2 BlendUV; float4 Blend_Alpha_Dist_UV; float FlipbookIndex; float AlphaThreshold; }; struct VS_Output { float4 PosVS; float4 Color; float4 UV_Others; float3 WorldN; float3 WorldB; float3 WorldT; float4 Alpha_Dist_UV; float4 Blend_Alpha_Dist_UV; float4 Blend_FBNextIndex_UV; float4 PosP; }; struct VS_ConstantBuffer { float4x4 mCamera; float4x4 mCameraProj; float4 mUVInversed; float4 flipbookParameter1; float4 flipbookParameter2; }; struct main0_out { float4 _entryPointOutput_Color [[user(locn0)]]; float4 _entryPointOutput_UV_Others [[user(locn1)]]; float3 _entryPointOutput_WorldN [[user(locn2)]]; float3 _entryPointOutput_WorldB [[user(locn3)]]; float3 _entryPointOutput_WorldT [[user(locn4)]]; float4 _entryPointOutput_Alpha_Dist_UV [[user(locn5)]]; float4 _entryPointOutput_Blend_Alpha_Dist_UV [[user(locn6)]]; float4 _entryPointOutput_Blend_FBNextIndex_UV [[user(locn7)]]; float4 _entryPointOutput_PosP [[user(locn8)]]; float4 gl_Position [[position]]; }; struct main0_in { float3 Input_Pos [[attribute(0)]]; float4 Input_Color [[attribute(1)]]; float4 Input_Normal [[attribute(2)]]; float4 Input_Tangent [[attribute(3)]]; float2 Input_UV1 [[attribute(4)]]; float2 Input_UV2 [[attribute(5)]]; float4 Input_Alpha_Dist_UV [[attribute(6)]]; float2 Input_BlendUV [[attribute(7)]]; float4 Input_Blend_Alpha_Dist_UV [[attribute(8)]]; float Input_FlipbookIndex [[attribute(9)]]; float Input_AlphaThreshold [[attribute(10)]]; }; // Implementation of the GLSL mod() function, which is slightly different than Metal fmod() template inline Tx mod(Tx x, Ty y) { return x - y * floor(x / y); } static inline __attribute__((always_inline)) float2 GetFlipbookOriginUV(thread const float2& FlipbookUV, thread const float& FlipbookIndex, thread const float& DivideX, thread const float2& flipbookOneSize, thread const float2& flipbookOffset) { float2 DivideIndex; DivideIndex.x = float(int(FlipbookIndex) % int(DivideX)); DivideIndex.y = float(int(FlipbookIndex) / int(DivideX)); float2 UVOffset = (DivideIndex * flipbookOneSize) + flipbookOffset; return FlipbookUV - UVOffset; } static inline __attribute__((always_inline)) float2 GetFlipbookUVForIndex(thread const float2& OriginUV, thread const float& Index, thread const float& DivideX, thread const float2& flipbookOneSize, thread const float2& flipbookOffset) { float2 DivideIndex; DivideIndex.x = float(int(Index) % int(DivideX)); DivideIndex.y = float(int(Index) / int(DivideX)); return (OriginUV + (DivideIndex * flipbookOneSize)) + flipbookOffset; } static inline __attribute__((always_inline)) void ApplyFlipbookVS(thread float& flipbookRate, thread float2& flipbookUV, thread const float4& flipbookParameter1, thread const float4& flipbookParameter2, thread const float& flipbookIndex, thread const float2& uv, thread const float2& uvInversed) { float flipbookEnabled = flipbookParameter1.x; float flipbookLoopType = flipbookParameter1.y; float divideX = flipbookParameter1.z; float divideY = flipbookParameter1.w; float2 flipbookOneSize = flipbookParameter2.xy; float2 flipbookOffset = flipbookParameter2.zw; if (flipbookEnabled > 0.0) { flipbookRate = fract(flipbookIndex); float Index = floor(flipbookIndex); float IndexOffset = 1.0; float NextIndex = Index + IndexOffset; float FlipbookMaxCount = divideX * divideY; if (flipbookLoopType == 0.0) { if (NextIndex >= FlipbookMaxCount) { NextIndex = FlipbookMaxCount - 1.0; Index = FlipbookMaxCount - 1.0; } } else { if (flipbookLoopType == 1.0) { Index = mod(Index, FlipbookMaxCount); NextIndex = mod(NextIndex, FlipbookMaxCount); } else { if (flipbookLoopType == 2.0) { bool Reverse = mod(floor(Index / FlipbookMaxCount), 2.0) == 1.0; Index = mod(Index, FlipbookMaxCount); if (Reverse) { Index = (FlipbookMaxCount - 1.0) - floor(Index); } Reverse = mod(floor(NextIndex / FlipbookMaxCount), 2.0) == 1.0; NextIndex = mod(NextIndex, FlipbookMaxCount); if (Reverse) { NextIndex = (FlipbookMaxCount - 1.0) - floor(NextIndex); } } } } float2 notInversedUV = uv; notInversedUV.y = uvInversed.x + (uvInversed.y * notInversedUV.y); float2 param = notInversedUV; float param_1 = Index; float param_2 = divideX; float2 param_3 = flipbookOneSize; float2 param_4 = flipbookOffset; float2 OriginUV = GetFlipbookOriginUV(param, param_1, param_2, param_3, param_4); float2 param_5 = OriginUV; float param_6 = NextIndex; float param_7 = divideX; float2 param_8 = flipbookOneSize; float2 param_9 = flipbookOffset; flipbookUV = GetFlipbookUVForIndex(param_5, param_6, param_7, param_8, param_9); flipbookUV.y = uvInversed.x + (uvInversed.y * flipbookUV.y); } } static inline __attribute__((always_inline)) void CalculateAndStoreAdvancedParameter(thread const VS_Input& vsinput, thread VS_Output& vsoutput, constant VS_ConstantBuffer& v_262) { vsoutput.Alpha_Dist_UV = vsinput.Alpha_Dist_UV; vsoutput.Alpha_Dist_UV.y = v_262.mUVInversed.x + (v_262.mUVInversed.y * vsinput.Alpha_Dist_UV.y); vsoutput.Alpha_Dist_UV.w = v_262.mUVInversed.x + (v_262.mUVInversed.y * vsinput.Alpha_Dist_UV.w); vsoutput.Blend_FBNextIndex_UV = float4(vsinput.BlendUV.x, vsinput.BlendUV.y, vsoutput.Blend_FBNextIndex_UV.z, vsoutput.Blend_FBNextIndex_UV.w); vsoutput.Blend_FBNextIndex_UV.y = v_262.mUVInversed.x + (v_262.mUVInversed.y * vsinput.BlendUV.y); vsoutput.Blend_Alpha_Dist_UV = vsinput.Blend_Alpha_Dist_UV; vsoutput.Blend_Alpha_Dist_UV.y = v_262.mUVInversed.x + (v_262.mUVInversed.y * vsinput.Blend_Alpha_Dist_UV.y); vsoutput.Blend_Alpha_Dist_UV.w = v_262.mUVInversed.x + (v_262.mUVInversed.y * vsinput.Blend_Alpha_Dist_UV.w); float flipbookRate = 0.0; float2 flipbookNextIndexUV = float2(0.0); float param = flipbookRate; float2 param_1 = flipbookNextIndexUV; float4 param_2 = v_262.flipbookParameter1; float4 param_3 = v_262.flipbookParameter2; float param_4 = vsinput.FlipbookIndex; float2 param_5 = vsoutput.UV_Others.xy; float2 param_6 = float2(v_262.mUVInversed.xy); ApplyFlipbookVS(param, param_1, param_2, param_3, param_4, param_5, param_6); flipbookRate = param; flipbookNextIndexUV = param_1; vsoutput.Blend_FBNextIndex_UV = float4(vsoutput.Blend_FBNextIndex_UV.x, vsoutput.Blend_FBNextIndex_UV.y, flipbookNextIndexUV.x, flipbookNextIndexUV.y); vsoutput.UV_Others.z = flipbookRate; vsoutput.UV_Others.w = vsinput.AlphaThreshold; } static inline __attribute__((always_inline)) VS_Output _main(VS_Input Input, constant VS_ConstantBuffer& v_262) { VS_Output Output = VS_Output{ float4(0.0), float4(0.0), float4(0.0), float3(0.0), float3(0.0), float3(0.0), float4(0.0), float4(0.0), float4(0.0), float4(0.0) }; float4 worldNormal = float4((Input.Normal.xyz - float3(0.5)) * 2.0, 0.0); float4 worldTangent = float4((Input.Tangent.xyz - float3(0.5)) * 2.0, 0.0); float4 worldBinormal = float4(cross(worldNormal.xyz, worldTangent.xyz), 0.0); float2 uv1 = Input.UV1; uv1.y = v_262.mUVInversed.x + (v_262.mUVInversed.y * uv1.y); Output.UV_Others = float4(uv1.x, uv1.y, Output.UV_Others.z, Output.UV_Others.w); float4 worldPos = float4(Input.Pos.x, Input.Pos.y, Input.Pos.z, 1.0); Output.PosVS = v_262.mCameraProj * worldPos; Output.WorldN = worldNormal.xyz; Output.WorldB = worldBinormal.xyz; Output.WorldT = worldTangent.xyz; Output.Color = Input.Color; VS_Input param = Input; VS_Output param_1 = Output; CalculateAndStoreAdvancedParameter(param, param_1, v_262); Output = param_1; Output.PosP = Output.PosVS; return Output; } vertex main0_out main0(main0_in in [[stage_in]], constant VS_ConstantBuffer& v_262 [[buffer(0)]]) { main0_out out = {}; VS_Input Input; Input.Pos = in.Input_Pos; Input.Color = in.Input_Color; Input.Normal = in.Input_Normal; Input.Tangent = in.Input_Tangent; Input.UV1 = in.Input_UV1; Input.UV2 = in.Input_UV2; Input.Alpha_Dist_UV = in.Input_Alpha_Dist_UV; Input.BlendUV = in.Input_BlendUV; Input.Blend_Alpha_Dist_UV = in.Input_Blend_Alpha_Dist_UV; Input.FlipbookIndex = in.Input_FlipbookIndex; Input.AlphaThreshold = in.Input_AlphaThreshold; VS_Output flattenTemp = _main(Input, v_262); out.gl_Position = flattenTemp.PosVS; out._entryPointOutput_Color = flattenTemp.Color; out._entryPointOutput_UV_Others = flattenTemp.UV_Others; out._entryPointOutput_WorldN = flattenTemp.WorldN; out._entryPointOutput_WorldB = flattenTemp.WorldB; out._entryPointOutput_WorldT = flattenTemp.WorldT; out._entryPointOutput_Alpha_Dist_UV = flattenTemp.Alpha_Dist_UV; out._entryPointOutput_Blend_Alpha_Dist_UV = flattenTemp.Blend_Alpha_Dist_UV; out._entryPointOutput_Blend_FBNextIndex_UV = flattenTemp.Blend_FBNextIndex_UV; out._entryPointOutput_PosP = flattenTemp.PosP; return out; } )";