static const char metal_ad_model_lit_ps[] = R"(mtlcode #pragma clang diagnostic ignored "-Wmissing-prototypes" #include #include using namespace metal; struct PS_Input { 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 AdvancedParameter { float2 AlphaUV; float2 UVDistortionUV; float2 BlendUV; float2 BlendAlphaUV; float2 BlendUVDistortionUV; float2 FlipbookNextIndexUV; float FlipbookRate; float AlphaThreshold; }; struct PS_ConstanBuffer { float4 fLightDirection; float4 fLightColor; float4 fLightAmbient; float4 fFlipbookParameter; float4 fUVDistortionParameter; float4 fBlendTextureParameter; float4 fCameraFrontDirection; float4 fFalloffParameter; float4 fFalloffBeginColor; float4 fFalloffEndColor; float4 fEmissiveScaling; float4 fEdgeColor; float4 fEdgeParameter; float4 softParticleParam; float4 reconstructionParam1; float4 reconstructionParam2; float4 mUVInversedBack; float4 miscFlags; }; struct main0_out { float4 _entryPointOutput [[color(0)]]; }; struct main0_in { float4 Input_Color [[user(locn0), centroid_perspective]]; float4 Input_UV_Others [[user(locn1), centroid_perspective]]; float3 Input_WorldN [[user(locn2)]]; float3 Input_WorldB [[user(locn3)]]; float3 Input_WorldT [[user(locn4)]]; float4 Input_Alpha_Dist_UV [[user(locn5)]]; float4 Input_Blend_Alpha_Dist_UV [[user(locn6)]]; float4 Input_Blend_FBNextIndex_UV [[user(locn7)]]; float4 Input_PosP [[user(locn8)]]; }; static inline __attribute__((always_inline)) AdvancedParameter DisolveAdvancedParameter(thread const PS_Input& psinput) { AdvancedParameter ret; ret.AlphaUV = psinput.Alpha_Dist_UV.xy; ret.UVDistortionUV = psinput.Alpha_Dist_UV.zw; ret.BlendUV = psinput.Blend_FBNextIndex_UV.xy; ret.BlendAlphaUV = psinput.Blend_Alpha_Dist_UV.xy; ret.BlendUVDistortionUV = psinput.Blend_Alpha_Dist_UV.zw; ret.FlipbookNextIndexUV = psinput.Blend_FBNextIndex_UV.zw; ret.FlipbookRate = psinput.UV_Others.z; ret.AlphaThreshold = psinput.UV_Others.w; return ret; } static inline __attribute__((always_inline)) float3 PositivePow(thread const float3& base, thread const float3& power) { return pow(fast::max(abs(base), float3(1.1920928955078125e-07)), power); } static inline __attribute__((always_inline)) float3 LinearToSRGB(thread const float3& c) { float3 param = c; float3 param_1 = float3(0.4166666567325592041015625); return fast::max((PositivePow(param, param_1) * 1.05499994754791259765625) - float3(0.054999999701976776123046875), float3(0.0)); } static inline __attribute__((always_inline)) float4 LinearToSRGB(thread const float4& c) { float3 param = c.xyz; return float4(LinearToSRGB(param), c.w); } static inline __attribute__((always_inline)) float4 ConvertFromSRGBTexture(thread const float4& c, thread const bool& isValid) { if (!isValid) { return c; } float4 param = c; return LinearToSRGB(param); } static inline __attribute__((always_inline)) float2 UVDistortionOffset(texture2d t, sampler s, thread const float2& uv, thread const float2& uvInversed, thread const bool& convertFromSRGB) { float4 sampledColor = t.sample(s, uv); if (convertFromSRGB) { float4 param = sampledColor; bool param_1 = convertFromSRGB; sampledColor = ConvertFromSRGBTexture(param, param_1); } float2 UVOffset = (sampledColor.xy * 2.0) - float2(1.0); UVOffset.y *= (-1.0); UVOffset.y = uvInversed.x + (uvInversed.y * UVOffset.y); return UVOffset; } static inline __attribute__((always_inline)) void ApplyFlipbook(thread float4& dst, texture2d t, sampler s, float4 flipbookParameter, float4 vcolor, float2 nextUV, thread const float& flipbookRate, thread const bool& convertFromSRGB) { if (flipbookParameter.x > 0.0) { float4 sampledColor = t.sample(s, nextUV); if (convertFromSRGB) { float4 param = sampledColor; bool param_1 = convertFromSRGB; sampledColor = ConvertFromSRGBTexture(param, param_1); } float4 NextPixelColor = sampledColor * vcolor; if (flipbookParameter.y == 1.0) { dst = mix(dst, NextPixelColor, float4(flipbookRate)); } } } static inline __attribute__((always_inline)) void ApplyTextureBlending(thread float4& dstColor, float4 blendColor, float blendType) { if (blendType == 0.0) { float3 _222 = (blendColor.xyz * blendColor.w) + (dstColor.xyz * (1.0 - blendColor.w)); dstColor = float4(_222.x, _222.y, _222.z, dstColor.w); } else { if (blendType == 1.0) { float3 _234 = dstColor.xyz + (blendColor.xyz * blendColor.w); dstColor = float4(_234.x, _234.y, _234.z, dstColor.w); } else { if (blendType == 2.0) { float3 _247 = dstColor.xyz - (blendColor.xyz * blendColor.w); dstColor = float4(_247.x, _247.y, _247.z, dstColor.w); } else { if (blendType == 3.0) { float3 _260 = dstColor.xyz * (blendColor.xyz * blendColor.w); dstColor = float4(_260.x, _260.y, _260.z, dstColor.w); } } } } } 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)) float3 SRGBToLinear(thread const float3& c) { return fast::min(c, c * ((c * ((c * 0.305306017398834228515625) + float3(0.6821711063385009765625))) + float3(0.01252287812530994415283203125))); } static inline __attribute__((always_inline)) float4 SRGBToLinear(thread const float4& c) { float3 param = c.xyz; return float4(SRGBToLinear(param), c.w); } static inline __attribute__((always_inline)) float4 ConvertToScreen(thread const float4& c, thread const bool& isValid) { if (!isValid) { return c; } float4 param = c; return SRGBToLinear(param); } static inline __attribute__((always_inline)) float4 _main(PS_Input Input, constant PS_ConstanBuffer& v_418, thread texture2d _uvDistortionTex, thread sampler sampler_uvDistortionTex, thread texture2d _colorTex, thread sampler sampler_colorTex, thread texture2d _normalTex, thread sampler sampler_normalTex, thread texture2d _alphaTex, thread sampler sampler_alphaTex, thread texture2d _blendUVDistortionTex, thread sampler sampler_blendUVDistortionTex, thread texture2d _blendTex, thread sampler sampler_blendTex, thread texture2d _blendAlphaTex, thread sampler sampler_blendAlphaTex, thread texture2d _depthTex, thread sampler sampler_depthTex) { bool convertColorSpace = (isunordered(v_418.miscFlags.x, 0.0) || v_418.miscFlags.x != 0.0); PS_Input param = Input; AdvancedParameter advancedParam = DisolveAdvancedParameter(param); float2 param_1 = advancedParam.UVDistortionUV; float2 param_2 = v_418.fUVDistortionParameter.zw; bool param_3 = convertColorSpace; float2 UVOffset = UVDistortionOffset(_uvDistortionTex, sampler_uvDistortionTex, param_1, param_2, param_3); UVOffset *= v_418.fUVDistortionParameter.x; float4 param_4 = _colorTex.sample(sampler_colorTex, (Input.UV_Others.xy + UVOffset)); bool param_5 = convertColorSpace; float4 Output = ConvertFromSRGBTexture(param_4, param_5) * Input.Color; float3 texNormal = (_normalTex.sample(sampler_normalTex, (Input.UV_Others.xy + UVOffset)).xyz - float3(0.5)) * 2.0; float3 localNormal = normalize(float3x3(float3(Input.WorldT), float3(Input.WorldB), float3(Input.WorldN)) * texNormal); float4 param_6 = Output; float param_7 = advancedParam.FlipbookRate; bool param_8 = convertColorSpace; ApplyFlipbook(param_6, _colorTex, sampler_colorTex, v_418.fFlipbookParameter, Input.Color, advancedParam.FlipbookNextIndexUV + UVOffset, param_7, param_8); Output = param_6; float4 param_9 = _alphaTex.sample(sampler_alphaTex, (advancedParam.AlphaUV + UVOffset)); bool param_10 = convertColorSpace; float4 AlphaTexColor = ConvertFromSRGBTexture(param_9, param_10); Output.w *= (AlphaTexColor.x * AlphaTexColor.w); float2 param_11 = advancedParam.BlendUVDistortionUV; float2 param_12 = v_418.fUVDistortionParameter.zw; bool param_13 = convertColorSpace; float2 BlendUVOffset = UVDistortionOffset(_blendUVDistortionTex, sampler_blendUVDistortionTex, param_11, param_12, param_13); BlendUVOffset *= v_418.fUVDistortionParameter.y; float4 param_14 = _blendTex.sample(sampler_blendTex, (advancedParam.BlendUV + BlendUVOffset)); bool param_15 = convertColorSpace; float4 BlendTextureColor = ConvertFromSRGBTexture(param_14, param_15); float4 param_16 = _blendAlphaTex.sample(sampler_blendAlphaTex, (advancedParam.BlendAlphaUV + BlendUVOffset)); bool param_17 = convertColorSpace; float4 BlendAlphaTextureColor = ConvertFromSRGBTexture(param_16, param_17); BlendTextureColor.w *= (BlendAlphaTextureColor.x * BlendAlphaTextureColor.w); float4 param_18 = Output; ApplyTextureBlending(param_18, BlendTextureColor, v_418.fBlendTextureParameter.x); Output = param_18; float diffuse = fast::max(dot(v_418.fLightDirection.xyz, localNormal), 0.0); float3 _628 = Output.xyz * ((v_418.fLightColor.xyz * diffuse) + v_418.fLightAmbient.xyz); Output = float4(_628.x, _628.y, _628.z, Output.w); if (v_418.fFalloffParameter.x == 1.0) { float3 cameraVec = normalize(-v_418.fCameraFrontDirection.xyz); float CdotN = fast::clamp(dot(cameraVec, float3(localNormal.x, localNormal.y, localNormal.z)), 0.0, 1.0); float4 FalloffBlendColor = mix(v_418.fFalloffEndColor, v_418.fFalloffBeginColor, float4(pow(CdotN, v_418.fFalloffParameter.z))); if (v_418.fFalloffParameter.y == 0.0) { float3 _674 = Output.xyz + FalloffBlendColor.xyz; Output = float4(_674.x, _674.y, _674.z, Output.w); } else { if (v_418.fFalloffParameter.y == 1.0) { float3 _687 = Output.xyz - FalloffBlendColor.xyz; Output = float4(_687.x, _687.y, _687.z, Output.w); } else { if (v_418.fFalloffParameter.y == 2.0) { float3 _700 = Output.xyz * FalloffBlendColor.xyz; Output = float4(_700.x, _700.y, _700.z, Output.w); } } } Output.w *= FalloffBlendColor.w; } float3 _714 = Output.xyz * v_418.fEmissiveScaling.x; Output = float4(_714.x, _714.y, _714.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; screenUV.y = v_418.mUVInversedBack.x + (v_418.mUVInversedBack.y * screenUV.y); if ((isunordered(v_418.softParticleParam.w, 0.0) || v_418.softParticleParam.w != 0.0)) { float backgroundZ = _depthTex.sample(sampler_depthTex, screenUV).x; float param_19 = backgroundZ; float param_20 = screenPos.z; float4 param_21 = v_418.softParticleParam; float4 param_22 = v_418.reconstructionParam1; float4 param_23 = v_418.reconstructionParam2; Output.w *= SoftParticle(param_19, param_20, param_21, param_22, param_23); } if (Output.w <= fast::max(0.0, advancedParam.AlphaThreshold)) { discard_fragment(); } float3 _808 = mix(v_418.fEdgeColor.xyz * v_418.fEdgeParameter.y, Output.xyz, float3(ceil((Output.w - advancedParam.AlphaThreshold) - v_418.fEdgeParameter.x))); Output = float4(_808.x, _808.y, _808.z, Output.w); float4 param_24 = Output; bool param_25 = convertColorSpace; return ConvertToScreen(param_24, param_25); } fragment main0_out main0(main0_in in [[stage_in]], constant PS_ConstanBuffer& v_418 [[buffer(0)]], texture2d _colorTex [[texture(0)]], texture2d _normalTex [[texture(1)]], texture2d _alphaTex [[texture(2)]], texture2d _uvDistortionTex [[texture(3)]], texture2d _blendTex [[texture(4)]], texture2d _blendAlphaTex [[texture(5)]], texture2d _blendUVDistortionTex [[texture(6)]], texture2d _depthTex [[texture(7)]], sampler sampler_colorTex [[sampler(0)]], sampler sampler_normalTex [[sampler(1)]], sampler sampler_alphaTex [[sampler(2)]], sampler sampler_uvDistortionTex [[sampler(3)]], sampler sampler_blendTex [[sampler(4)]], sampler sampler_blendAlphaTex [[sampler(5)]], sampler sampler_blendUVDistortionTex [[sampler(6)]], sampler sampler_depthTex [[sampler(7)]], float4 gl_FragCoord [[position]]) { main0_out out = {}; PS_Input Input; Input.PosVS = gl_FragCoord; Input.Color = in.Input_Color; Input.UV_Others = in.Input_UV_Others; Input.WorldN = in.Input_WorldN; Input.WorldB = in.Input_WorldB; Input.WorldT = in.Input_WorldT; Input.Alpha_Dist_UV = in.Input_Alpha_Dist_UV; Input.Blend_Alpha_Dist_UV = in.Input_Blend_Alpha_Dist_UV; Input.Blend_FBNextIndex_UV = in.Input_Blend_FBNextIndex_UV; Input.PosP = in.Input_PosP; float4 _854 = _main(Input, v_418, _uvDistortionTex, sampler_uvDistortionTex, _colorTex, sampler_colorTex, _normalTex, sampler_normalTex, _alphaTex, sampler_alphaTex, _blendUVDistortionTex, sampler_blendUVDistortionTex, _blendTex, sampler_blendTex, _blendAlphaTex, sampler_blendAlphaTex, _depthTex, sampler_depthTex); out._entryPointOutput = _854; return out; } )";