metaforce/Shaders/CThermalHotFilter.shader

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#shader CThermalHotFilter
#attribute position4
#attribute uv4
#srcfac dstalpha
#dstfac invdstalpha
#primitive tristrips
#depthtest none
#depthwrite false
#culling none
#vertex glsl
layout(location=0) in vec4 posIn;
layout(location=1) in vec4 uvIn;
UBINDING0 uniform ThermalHotUniform
{
vec4 colorReg0;
vec4 colorReg1;
vec4 colorReg2;
};
struct VertToFrag
{
vec2 sceneUv;
};
SBINDING(0) out VertToFrag vtf;
void main()
{
vtf.sceneUv = uvIn.xy;
gl_Position = vec4(posIn.xyz, 1.0);
}
#fragment glsl
struct VertToFrag
{
vec2 sceneUv;
};
SBINDING(0) in VertToFrag vtf;
layout(location=0) out vec4 colorOut;
TBINDING0 uniform sampler2D sceneTex;
TBINDING1 uniform sampler2D paletteTex;
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const vec4 kRGBToYPrime = vec4(0.257, 0.504, 0.098, 0.0);
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void main()
{
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float sceneSample = dot(texture(sceneTex, vtf.sceneUv), kRGBToYPrime) + 16.0 / 255.0;
vec4 colorSample = texture(paletteTex, vec2(sceneSample / 16.0, 0.5));
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colorOut = vec4(colorSample.rgb, 0.0);
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}
#vertex hlsl
struct VertData
{
float4 posIn : POSITION;
float4 uvIn : UV;
};
cbuffer ThermalHotUniform : register(b0)
{
float4 colorReg0;
float4 colorReg1;
float4 colorReg2;
};
struct VertToFrag
{
float4 position : SV_Position;
float2 sceneUv : UV;
};
VertToFrag main(in VertData v)
{
VertToFrag vtf;
vtf.sceneUv = v.uvIn.xy;
vtf.sceneUv.y = 1.0 - vtf.sceneUv.y;
vtf.position = float4(v.posIn.xyz, 1.0);
return vtf;
}
#fragment hlsl
Texture2D sceneTex : register(t0);
Texture2D paletteTex : register(t1);
SamplerState samp : register(s0);
struct VertToFrag
{
float4 position : SV_Position;
float2 sceneUv : UV;
};
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static const float4 kRGBToYPrime = float4(0.257, 0.504, 0.098, 0.0);
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float4 main(in VertToFrag vtf) : SV_Target0
{
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float sceneSample = dot(sceneTex.Sample(samp, vtf.sceneUv), kRGBToYPrime) + 16.0 / 255.0;
float4 colorSample = paletteTex.Sample(samp, float2(sceneSample / 16.0, 0.5));
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return float4(colorSample.rgb, 0.0);
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}
#vertex metal
struct VertData
{
float4 posIn [[ attribute(0) ]];
float4 uvIn [[ attribute(1) ]];
};
struct ThermalHotUniform
{
float4 colorReg0;
float4 colorReg1;
float4 colorReg2;
};
struct VertToFrag
{
float4 position [[ position ]];
float2 sceneUv;
};
vertex VertToFrag vmain(VertData v [[ stage_in ]], constant ThermalHotUniform& thu [[ buffer(2) ]])
{
VertToFrag vtf;
vtf.sceneUv = v.uvIn.xy;
vtf.sceneUv.y = 1.0 - vtf.sceneUv.y;
vtf.position = float4(v.posIn.xyz, 1.0);
return vtf;
}
#fragment metal
struct VertToFrag
{
float4 position [[ position ]];
float2 sceneUv;
};
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constant float4 kRGBToYPrime = float4(0.257, 0.504, 0.098, 0.0);
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fragment float4 fmain(VertToFrag vtf [[ stage_in ]],
sampler samp [[ sampler(0) ]],
texture2d<float> sceneTex [[ texture(0) ]],
texture2d<float> paletteTex [[ texture(1) ]])
{
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float sceneSample = dot(sceneTex.sample(samp, vtf.sceneUv), kRGBToYPrime) + 16.0 / 255.0;
float4 colorSample = paletteTex.sample(samp, float2(sceneSample / 16.0, 0.5));
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return float4(colorSample.rgb, 0.0);
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}