mirror of https://github.com/axmolengine/axmol.git
171 lines
5.5 KiB
C++
171 lines
5.5 KiB
C++
static const char metal_model_unlit_ps[] = R"(mtlcode
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#pragma clang diagnostic ignored "-Wmissing-prototypes"
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#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct PS_Input
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{
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float4 PosVS;
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float4 Color;
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float2 UV;
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float4 PosP;
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};
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struct PS_ConstanBuffer
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{
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float4 fLightDirection;
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float4 fLightColor;
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float4 fLightAmbient;
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float4 fFlipbookParameter;
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float4 fUVDistortionParameter;
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float4 fBlendTextureParameter;
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float4 fCameraFrontDirection;
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float4 fFalloffParameter;
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float4 fFalloffBeginColor;
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float4 fFalloffEndColor;
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float4 fEmissiveScaling;
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float4 fEdgeColor;
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float4 fEdgeParameter;
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float4 softParticleParam;
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float4 reconstructionParam1;
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float4 reconstructionParam2;
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float4 mUVInversedBack;
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float4 miscFlags;
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};
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struct main0_out
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{
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float4 _entryPointOutput [[color(0)]];
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};
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struct main0_in
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{
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float4 Input_Color [[user(locn0), centroid_perspective]];
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float2 Input_UV [[user(locn1), centroid_perspective]];
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float4 Input_PosP [[user(locn2)]];
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};
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static inline __attribute__((always_inline))
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float3 PositivePow(thread const float3& base, thread const float3& power)
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{
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return pow(fast::max(abs(base), float3(1.1920928955078125e-07)), power);
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}
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static inline __attribute__((always_inline))
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float3 LinearToSRGB(thread const float3& c)
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{
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float3 param = c;
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float3 param_1 = float3(0.4166666567325592041015625);
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return fast::max((PositivePow(param, param_1) * 1.05499994754791259765625) - float3(0.054999999701976776123046875), float3(0.0));
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}
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static inline __attribute__((always_inline))
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float4 LinearToSRGB(thread const float4& c)
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{
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float3 param = c.xyz;
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return float4(LinearToSRGB(param), c.w);
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}
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static inline __attribute__((always_inline))
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float4 ConvertFromSRGBTexture(thread const float4& c, thread const bool& isValid)
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{
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if (!isValid)
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{
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return c;
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}
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float4 param = c;
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return LinearToSRGB(param);
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}
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static inline __attribute__((always_inline))
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float SoftParticle(thread const float& backgroundZ, thread const float& meshZ, thread const float4& softparticleParam, thread const float4& reconstruct1, thread const float4& reconstruct2)
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{
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float distanceFar = softparticleParam.x;
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float distanceNear = softparticleParam.y;
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float distanceNearOffset = softparticleParam.z;
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float2 rescale = reconstruct1.xy;
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float4 params = reconstruct2;
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float2 zs = float2((backgroundZ * rescale.x) + rescale.y, meshZ);
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float2 depth = ((zs * params.w) - float2(params.y)) / (float2(params.x) - (zs * params.z));
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float dir = sign(depth.x);
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depth *= dir;
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float alphaFar = (depth.x - depth.y) / distanceFar;
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float alphaNear = (depth.y - distanceNearOffset) / distanceNear;
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return fast::min(fast::max(fast::min(alphaFar, alphaNear), 0.0), 1.0);
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}
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static inline __attribute__((always_inline))
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float3 SRGBToLinear(thread const float3& c)
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{
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return fast::min(c, c * ((c * ((c * 0.305306017398834228515625) + float3(0.6821711063385009765625))) + float3(0.01252287812530994415283203125)));
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}
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static inline __attribute__((always_inline))
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float4 SRGBToLinear(thread const float4& c)
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{
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float3 param = c.xyz;
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return float4(SRGBToLinear(param), c.w);
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}
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static inline __attribute__((always_inline))
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float4 ConvertToScreen(thread const float4& c, thread const bool& isValid)
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{
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if (!isValid)
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{
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return c;
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}
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float4 param = c;
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return SRGBToLinear(param);
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}
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static inline __attribute__((always_inline))
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float4 _main(PS_Input Input, constant PS_ConstanBuffer& v_225, thread texture2d<float> _colorTex, thread sampler sampler_colorTex, thread texture2d<float> _depthTex, thread sampler sampler_depthTex)
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{
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bool convertColorSpace = (isunordered(v_225.miscFlags.x, 0.0) || v_225.miscFlags.x != 0.0);
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float4 param = _colorTex.sample(sampler_colorTex, Input.UV);
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bool param_1 = convertColorSpace;
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float4 Output = ConvertFromSRGBTexture(param, param_1) * Input.Color;
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float3 _258 = Output.xyz * v_225.fEmissiveScaling.x;
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Output = float4(_258.x, _258.y, _258.z, Output.w);
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float4 screenPos = Input.PosP / float4(Input.PosP.w);
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float2 screenUV = (screenPos.xy + float2(1.0)) / float2(2.0);
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screenUV.y = 1.0 - screenUV.y;
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screenUV.y = v_225.mUVInversedBack.x + (v_225.mUVInversedBack.y * screenUV.y);
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if ((isunordered(v_225.softParticleParam.w, 0.0) || v_225.softParticleParam.w != 0.0))
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{
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float backgroundZ = _depthTex.sample(sampler_depthTex, screenUV).x;
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float param_2 = backgroundZ;
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float param_3 = screenPos.z;
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float4 param_4 = v_225.softParticleParam;
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float4 param_5 = v_225.reconstructionParam1;
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float4 param_6 = v_225.reconstructionParam2;
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Output.w *= SoftParticle(param_2, param_3, param_4, param_5, param_6);
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}
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if (Output.w == 0.0)
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{
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discard_fragment();
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}
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float4 param_7 = Output;
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bool param_8 = convertColorSpace;
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return ConvertToScreen(param_7, param_8);
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}
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fragment main0_out main0(main0_in in [[stage_in]], constant PS_ConstanBuffer& v_225 [[buffer(0)]], texture2d<float> _colorTex [[texture(0)]], texture2d<float> _depthTex [[texture(1)]], sampler sampler_colorTex [[sampler(0)]], sampler sampler_depthTex [[sampler(1)]], float4 gl_FragCoord [[position]])
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{
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main0_out out = {};
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PS_Input Input;
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Input.PosVS = gl_FragCoord;
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Input.Color = in.Input_Color;
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Input.UV = in.Input_UV;
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Input.PosP = in.Input_PosP;
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float4 _359 = _main(Input, v_225, _colorTex, sampler_colorTex, _depthTex, sampler_depthTex);
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out._entryPointOutput = _359;
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return out;
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}
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)";
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