#include <metal_stdlib>
#include <simd/simd.h>

using namespace metal;

struct type_View
{
    float4x4 View_TranslatedWorldToClip;
    float4x4 View_WorldToClip;
    float4x4 View_TranslatedWorldToView;
    float4x4 View_ViewToTranslatedWorld;
    float4x4 View_TranslatedWorldToCameraView;
    float4x4 View_CameraViewToTranslatedWorld;
    float4x4 View_ViewToClip;
    float4x4 View_ViewToClipNoAA;
    float4x4 View_ClipToView;
    float4x4 View_ClipToTranslatedWorld;
    float4x4 View_SVPositionToTranslatedWorld;
    float4x4 View_ScreenToWorld;
    float4x4 View_ScreenToTranslatedWorld;
    packed_float3 View_ViewForward;
    float PrePadding_View_844;
    packed_float3 View_ViewUp;
    float PrePadding_View_860;
    packed_float3 View_ViewRight;
    float PrePadding_View_876;
    packed_float3 View_HMDViewNoRollUp;
    float PrePadding_View_892;
    packed_float3 View_HMDViewNoRollRight;
    float PrePadding_View_908;
    float4 View_InvDeviceZToWorldZTransform;
    float4 View_ScreenPositionScaleBias;
    packed_float3 View_WorldCameraOrigin;
    float PrePadding_View_956;
    packed_float3 View_TranslatedWorldCameraOrigin;
    float PrePadding_View_972;
    packed_float3 View_WorldViewOrigin;
    float PrePadding_View_988;
    packed_float3 View_PreViewTranslation;
    float PrePadding_View_1004;
    float4x4 View_PrevProjection;
    float4x4 View_PrevViewProj;
    float4x4 View_PrevViewRotationProj;
    float4x4 View_PrevViewToClip;
    float4x4 View_PrevClipToView;
    float4x4 View_PrevTranslatedWorldToClip;
    float4x4 View_PrevTranslatedWorldToView;
    float4x4 View_PrevViewToTranslatedWorld;
    float4x4 View_PrevTranslatedWorldToCameraView;
    float4x4 View_PrevCameraViewToTranslatedWorld;
    packed_float3 View_PrevWorldCameraOrigin;
    float PrePadding_View_1660;
    packed_float3 View_PrevWorldViewOrigin;
    float PrePadding_View_1676;
    packed_float3 View_PrevPreViewTranslation;
    float PrePadding_View_1692;
    float4x4 View_PrevInvViewProj;
    float4x4 View_PrevScreenToTranslatedWorld;
    float4x4 View_ClipToPrevClip;
    float4 View_TemporalAAJitter;
    float4 View_GlobalClippingPlane;
    float2 View_FieldOfViewWideAngles;
    float2 View_PrevFieldOfViewWideAngles;
    float4 View_ViewRectMin;
    float4 View_ViewSizeAndInvSize;
    float4 View_BufferSizeAndInvSize;
    float4 View_BufferBilinearUVMinMax;
    int View_NumSceneColorMSAASamples;
    float View_PreExposure;
    float View_OneOverPreExposure;
    float PrePadding_View_2012;
    float4 View_DiffuseOverrideParameter;
    float4 View_SpecularOverrideParameter;
    float4 View_NormalOverrideParameter;
    float2 View_RoughnessOverrideParameter;
    float View_PrevFrameGameTime;
    float View_PrevFrameRealTime;
    float View_OutOfBoundsMask;
    float PrePadding_View_2084;
    float PrePadding_View_2088;
    float PrePadding_View_2092;
    packed_float3 View_WorldCameraMovementSinceLastFrame;
    float View_CullingSign;
    float View_NearPlane;
    float View_AdaptiveTessellationFactor;
    float View_GameTime;
    float View_RealTime;
    float View_DeltaTime;
    float View_MaterialTextureMipBias;
    float View_MaterialTextureDerivativeMultiply;
    uint View_Random;
    uint View_FrameNumber;
    uint View_StateFrameIndexMod8;
    uint View_StateFrameIndex;
    float View_CameraCut;
    float View_UnlitViewmodeMask;
    float PrePadding_View_2164;
    float PrePadding_View_2168;
    float PrePadding_View_2172;
    float4 View_DirectionalLightColor;
    packed_float3 View_DirectionalLightDirection;
    float PrePadding_View_2204;
    float4 View_TranslucencyLightingVolumeMin[2];
    float4 View_TranslucencyLightingVolumeInvSize[2];
    float4 View_TemporalAAParams;
    float4 View_CircleDOFParams;
    float View_DepthOfFieldSensorWidth;
    float View_DepthOfFieldFocalDistance;
    float View_DepthOfFieldScale;
    float View_DepthOfFieldFocalLength;
    float View_DepthOfFieldFocalRegion;
    float View_DepthOfFieldNearTransitionRegion;
    float View_DepthOfFieldFarTransitionRegion;
    float View_MotionBlurNormalizedToPixel;
    float View_bSubsurfacePostprocessEnabled;
    float View_GeneralPurposeTweak;
    float View_DemosaicVposOffset;
    float PrePadding_View_2348;
    packed_float3 View_IndirectLightingColorScale;
    float View_HDR32bppEncodingMode;
    packed_float3 View_AtmosphericFogSunDirection;
    float View_AtmosphericFogSunPower;
    float View_AtmosphericFogPower;
    float View_AtmosphericFogDensityScale;
    float View_AtmosphericFogDensityOffset;
    float View_AtmosphericFogGroundOffset;
    float View_AtmosphericFogDistanceScale;
    float View_AtmosphericFogAltitudeScale;
    float View_AtmosphericFogHeightScaleRayleigh;
    float View_AtmosphericFogStartDistance;
    float View_AtmosphericFogDistanceOffset;
    float View_AtmosphericFogSunDiscScale;
    uint View_AtmosphericFogRenderMask;
    uint View_AtmosphericFogInscatterAltitudeSampleNum;
    float4 View_AtmosphericFogSunColor;
    packed_float3 View_NormalCurvatureToRoughnessScaleBias;
    float View_RenderingReflectionCaptureMask;
    float4 View_AmbientCubemapTint;
    float View_AmbientCubemapIntensity;
    float View_SkyLightParameters;
    float PrePadding_View_2488;
    float PrePadding_View_2492;
    float4 View_SkyLightColor;
    float4 View_SkyIrradianceEnvironmentMap[7];
    float View_MobilePreviewMode;
    float View_HMDEyePaddingOffset;
    float View_ReflectionCubemapMaxMip;
    float View_ShowDecalsMask;
    uint View_DistanceFieldAOSpecularOcclusionMode;
    float View_IndirectCapsuleSelfShadowingIntensity;
    float PrePadding_View_2648;
    float PrePadding_View_2652;
    packed_float3 View_ReflectionEnvironmentRoughnessMixingScaleBiasAndLargestWeight;
    int View_StereoPassIndex;
    float4 View_GlobalVolumeCenterAndExtent[4];
    float4 View_GlobalVolumeWorldToUVAddAndMul[4];
    float View_GlobalVolumeDimension;
    float View_GlobalVolumeTexelSize;
    float View_MaxGlobalDistance;
    float View_bCheckerboardSubsurfaceProfileRendering;
    packed_float3 View_VolumetricFogInvGridSize;
    float PrePadding_View_2828;
    packed_float3 View_VolumetricFogGridZParams;
    float PrePadding_View_2844;
    float2 View_VolumetricFogSVPosToVolumeUV;
    float View_VolumetricFogMaxDistance;
    float PrePadding_View_2860;
    packed_float3 View_VolumetricLightmapWorldToUVScale;
    float PrePadding_View_2876;
    packed_float3 View_VolumetricLightmapWorldToUVAdd;
    float PrePadding_View_2892;
    packed_float3 View_VolumetricLightmapIndirectionTextureSize;
    float View_VolumetricLightmapBrickSize;
    packed_float3 View_VolumetricLightmapBrickTexelSize;
    float View_StereoIPD;
    float View_IndirectLightingCacheShowFlag;
    float View_EyeToPixelSpreadAngle;
};

struct type_Globals
{
    float3 SoftTransitionScale;
    float4 ShadowBufferSize;
    float ShadowFadeFraction;
    float ShadowSharpen;
    float4 LightPositionAndInvRadius;
    float4x4 ScreenToShadowMatrix;
    float2 ProjectionDepthBiasParameters;
    float4 ModulatedShadowColor;
    float4 ShadowTileOffsetAndSize;
};

constant float4 _58 = {};

struct main0_out
{
    float4 out_var_SV_Target0 [[color(0)]];
};

fragment main0_out main0(constant type_View& View [[buffer(0)]], constant type_Globals& _Globals [[buffer(1)]], float4 _gl_LastFragData [[color(0)]], texture2d<float> ShadowDepthTexture [[texture(1)]], sampler ShadowDepthTextureSampler [[sampler(0)]], float4 gl_FragCoord [[position]])
{
    main0_out out = {};
    float4 _67 = _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);
    float3 _127 = mix(_Globals.ModulatedShadowColor.xyz, float3(1.0), float3(mix(1.0, _118 * _118, _Globals.ShadowFadeFraction)));
    float4 _129 = float4(_127.x, _127.y, _127.z, _58.w);
    _129.w = 0.0;
    out.out_var_SV_Target0 = _129;
    return out;
}

