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