metaforce/Shaders/CParticleSwooshShaders.shader

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2018-10-07 02:59:17 +00:00
#shader CParticleSwooshShaderTexZWrite
#attribute position4
#attribute uv4
#attribute color
#srcfac srcalpha
#dstfac invsrcalpha
#primitive tristrips
#depthtest lequal
#depthwrite true
#culling none
#vertex glsl
layout(location=0) in vec4 posIn;
layout(location=1) in vec4 uvIn;
layout(location=2) in vec4 colorIn;
UBINDING0 uniform SwooshUniform
{
mat4 mvp;
};
struct VertToFrag
{
vec4 color;
vec2 uv;
};
SBINDING(0) out VertToFrag vtf;
void main()
{
vtf.color = colorIn;
vtf.uv = uvIn.xy;
gl_Position = mvp * vec4(posIn.xyz, 1.0);
}
#fragment glsl
struct VertToFrag
{
vec4 color;
vec2 uv;
};
SBINDING(0) in VertToFrag vtf;
layout(location=0) out vec4 colorOut;
TBINDING0 uniform sampler2D tex;
void main()
{
colorOut = vtf.color * texture(tex, vtf.uv);
}
#vertex hlsl
struct VertData
{
float4 posIn : POSITION;
float4 uvIn : UV;
float4 colorIn : COLOR;
};
cbuffer SwooshUniform : register(b0)
{
float4x4 mvp;
};
struct VertToFrag
{
float4 pos : SV_Position;
float4 color : COLOR;
float2 uv : UV;
};
VertToFrag main(in VertData v)
{
VertToFrag vtf;
vtf.color = v.colorIn;
vtf.uv = v.uvIn.xy;
vtf.pos = mul(mvp, float4(v.posIn.xyz, 1.0));
return vtf;
}
#fragment hlsl
struct VertToFrag
{
float4 pos : SV_Position;
float4 color : COLOR;
float2 uv : UV;
};
SamplerState samp : register(s0);
Texture2D tex : register(t0);
float4 main(in VertToFrag vtf) : SV_Target0
{
return vtf.color * tex.Sample(samp, vtf.uv);
}
#vertex metal
struct VertData
{
float4 posIn [[ attribute(0) ]];
float4 uvIn [[ attribute(1) ]];
float4 colorIn [[ attribute(2) ]];
};
struct SwooshUniform
{
float4x4 mvp;
};
struct VertToFrag
{
float4 pos [[ position ]];
float4 color;
float2 uv;
};
vertex VertToFrag vmain(VertData v [[ stage_in ]], constant SwooshUniform& su [[ buffer(2) ]])
{
VertToFrag vtf;
vtf.color = v.colorIn;
vtf.uv = v.uvIn.xy;
vtf.pos = su.mvp * float4(v.posIn.xyz, 1.0);
return vtf;
}
#fragment metal
struct VertToFrag
{
float4 pos [[ position ]];
float4 color;
float2 uv;
};
fragment float4 fmain(VertToFrag vtf [[ stage_in ]],
sampler samp [[ sampler(0) ]],
texture2d<float> tex [[ texture(0) ]])
{
return vtf.color * tex.sample(samp, vtf.uv);
}
#shader CParticleSwooshShaderTexNoZWrite : CParticleSwooshShaderTexZWrite
#srcfac srcalpha
#dstfac invsrcalpha
#depthwrite false
#shader CParticleSwooshShaderTexAdditiveZWrite : CParticleSwooshShaderTexZWrite
#srcfac srcalpha
#dstfac one
#depthwrite true
#shader CParticleSwooshShaderTexAdditiveNoZWrite : CParticleSwooshShaderTexZWrite
#srcfac srcalpha
#dstfac one
#depthwrite false
#shader CParticleSwooshShaderNoTexZWrite : CParticleSwooshShaderTexZWrite
#srcfac srcalpha
#dstfac invsrcalpha
#depthtest lequal
#depthwrite true
#fragment glsl
struct VertToFrag
{
vec4 color;
vec2 uv;
};
SBINDING(0) in VertToFrag vtf;
layout(location=0) out vec4 colorOut;
void main()
{
colorOut = vtf.color;
}
#fragment hlsl
struct VertToFrag
{
float4 pos : SV_Position;
float4 color : COLOR;
float2 uv : UV;
};
float4 main(in VertToFrag vtf) : SV_Target0
{
return vtf.color;
}
#fragment metal
struct VertToFrag
{
float4 pos [[ position ]];
float4 color;
float2 uv;
};
fragment float4 fmain(VertToFrag vtf [[ stage_in ]])
{
return vtf.color;
}
#shader CParticleSwooshShaderNoTexNoZWrite : CParticleSwooshShaderNoTexZWrite
#srcfac srcalpha
#dstfac invsrcalpha
#depthwrite false
#shader CParticleSwooshShaderNoTexAdditiveZWrite : CParticleSwooshShaderNoTexZWrite
#srcfac srcalpha
#dstfac one
#depthwrite true
#shader CParticleSwooshShaderNoTexAdditiveNoZWrite : CParticleSwooshShaderNoTexZWrite
#srcfac srcalpha
#dstfac one
#depthwrite false