diff options
Diffstat (limited to 'reference/opt/shaders-ue4/asm/frag/subpass-input.msl23.framebuffer-fetch.asm.frag')
-rw-r--r-- | reference/opt/shaders-ue4/asm/frag/subpass-input.msl23.framebuffer-fetch.asm.frag | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/reference/opt/shaders-ue4/asm/frag/subpass-input.msl23.framebuffer-fetch.asm.frag b/reference/opt/shaders-ue4/asm/frag/subpass-input.msl23.framebuffer-fetch.asm.frag index 5017be6c..5e60f06d 100644 --- a/reference/opt/shaders-ue4/asm/frag/subpass-input.msl23.framebuffer-fetch.asm.frag +++ b/reference/opt/shaders-ue4/asm/frag/subpass-input.msl23.framebuffer-fetch.asm.frag @@ -204,7 +204,7 @@ fragment main0_out main0(constant type_View& View [[buffer(0)]], constant type_G float4 _67 = _RESERVED_IDENTIFIER_FIXUP_gl_LastFragData; float _68 = _67.w; float4 _82 = _Globals.ScreenToShadowMatrix * float4((((gl_FragCoord.xy * View.View_BufferSizeAndInvSize.zw) - View.View_ScreenPositionScaleBias.wz) / View.View_ScreenPositionScaleBias.xy) * float2(_68), _68, 1.0); - float _118 = fast::clamp(((fast::clamp((ShadowDepthTexture.sample(ShadowDepthTextureSampler, (((_82.xyz / float3(_82.w)).xy * _Globals.ShadowTileOffsetAndSize.zw).xy + _Globals.ShadowTileOffsetAndSize.xy).xy, level(0.0)).xxx * float3(_Globals.SoftTransitionScale.z)) - float3((fast::min(_82.z, 0.999989986419677734375) * _Globals.SoftTransitionScale.z) - 1.0), float3(0.0), float3(1.0)).x - 0.5) * _Globals.ShadowSharpen) + 0.5, 0.0, 1.0); + float _118 = fast::clamp(fma(fast::clamp((ShadowDepthTexture.sample(ShadowDepthTextureSampler, (((_82.xyz / float3(_82.w)).xy * _Globals.ShadowTileOffsetAndSize.zw).xy + _Globals.ShadowTileOffsetAndSize.xy).xy, level(0.0)).xxx * float3(_Globals.SoftTransitionScale.z)) - float3((fast::min(_82.z, 0.999989986419677734375) * _Globals.SoftTransitionScale.z) - 1.0), float3(0.0), float3(1.0)).x - 0.5, _Globals.ShadowSharpen, 0.5), 0.0, 1.0); float3 _127 = mix(_Globals.ModulatedShadowColor.xyz, float3(1.0), float3(mix(1.0, _118 * _118, _Globals.ShadowFadeFraction))); float4 _128 = float4(_127.x, _127.y, _127.z, _58.w); _128.w = 0.0; |