axmol/extensions/Effekseer/EffekseerRendererMetal/EffekseerRenderer/ShaderHeader/ad_sprite_lit_vs.h

253 lines
9.8 KiB
C++

static const char metal_ad_sprite_lit_vs[] = R"(mtlcode
#pragma clang diagnostic ignored "-Wmissing-prototypes"
#include <metal_stdlib>
#include <simd/simd.h>
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<typename Tx, typename Ty>
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;
}
)";