metaforce/Shaders/CElementGenShaders.shader

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2018-10-07 02:59:17 +00:00
#shader CElementGenShaderTexZTestZWrite
#instattribute position4 0
#instattribute position4 1
#instattribute position4 2
#instattribute position4 3
#instattribute color
#instattribute uv4 0
#instattribute uv4 1
#instattribute uv4 2
#instattribute uv4 3
#srcfac srcalpha
#dstfac invsrcalpha
#primitive tristrips
#depthtest lequal
#depthwrite true
#culling none
#vertex glsl
layout(location=0) in vec4 posIn[4];
layout(location=4) in vec4 colorIn;
layout(location=5) in vec4 uvsIn[4];
UBINDING0 uniform ParticleUniform
{
mat4 mvp;
vec4 moduColor;
};
struct VertToFrag
{
vec4 color;
vec2 uv;
};
SBINDING(0) out VertToFrag vtf;
void main()
{
vec4 pos = posIn[gl_VertexID];
vtf.color = colorIn * moduColor;
vtf.uv = uvsIn[gl_VertexID].xy;
gl_Position = mvp * pos;
}
#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[4] : POSITION;
float4 colorIn : COLOR;
float4 uvsIn[4] : UV;
};
cbuffer ParticleUniform : register(b0)
{
float4x4 mvp;
float4 moduColor;
};
struct VertToFrag
{
float4 position : SV_Position;
float4 color : COLOR;
float2 uv : UV;
};
VertToFrag main(in VertData v, in uint vertId : SV_VertexID)
{
VertToFrag vtf;
vtf.color = v.colorIn * moduColor;
vtf.uv = v.uvsIn[vertId].xy;
vtf.position = mul(mvp, v.posIn[vertId]);
return vtf;
}
#fragment hlsl
SamplerState samp : register(s0);
Texture2D tex0 : register(t0);
struct VertToFrag
{
float4 position : SV_Position;
float4 color : COLOR;
float2 uv : UV;
};
float4 main(in VertToFrag vtf) : SV_Target0
{
return vtf.color * tex0.Sample(samp, vtf.uv);
}
#vertex metal
struct VertData
{
float4 posIn[4];
float4 colorIn;
float4 uvsIn[4];
};
struct ParticleUniform
{
float4x4 mvp;
float4 moduColor;
};
struct VertToFrag
{
float4 position [[ position ]];
float4 color;
float2 uv;
};
vertex VertToFrag vmain(constant VertData* va [[ buffer(1) ]],
uint vertId [[ vertex_id ]], uint instId [[ instance_id ]],
constant ParticleUniform& particle [[ buffer(2) ]])
{
VertToFrag vtf;
constant VertData& v = va[instId];
vtf.color = v.colorIn * particle.moduColor;
vtf.uv = v.uvsIn[vertId].xy;
vtf.position = particle.mvp * v.posIn[vertId];
return vtf;
}
#fragment metal
struct VertToFrag
{
float4 position [[ position ]];
float4 color;
float2 uv;
};
fragment float4 fmain(VertToFrag vtf [[ stage_in ]],
sampler samp [[ sampler(0) ]],
texture2d<float> tex0 [[ texture(0) ]])
{
return vtf.color * tex0.sample(samp, vtf.uv);
}
#shader CElementGenShaderTexNoZTestZWrite : CElementGenShaderTexZTestZWrite
#depthtest none
#depthwrite true
#shader CElementGenShaderTexZTestNoZWrite : CElementGenShaderTexZTestZWrite
#depthtest lequal
#depthwrite false
#shader CElementGenShaderTexNoZTestNoZWrite : CElementGenShaderTexZTestZWrite
#depthtest none
#depthwrite false
#shader CElementGenShaderTexAdditiveZTest : CElementGenShaderTexZTestZWrite
#srcfac srcalpha
#dstfac one
#depthtest lequal
#depthwrite false
#shader CElementGenShaderTexAdditiveNoZTest : CElementGenShaderTexZTestZWrite
#srcfac srcalpha
#dstfac one
#depthtest none
#depthwrite false
#shader CElementGenShaderTexZTestNoZWriteSub : CElementGenShaderTexZTestZWrite
#srcfac subtract
#dstfac subtract
#depthtest lequal
#depthwrite false
#shader CElementGenShaderTexNoZTestNoZWriteSub : CElementGenShaderTexZTestZWrite
#srcfac subtract
#dstfac subtract
#depthtest none
#depthwrite false
#shader CElementGenShaderTexRedToAlphaZTest : CElementGenShaderTexZTestZWrite
#srcfac srcalpha
#dstfac invsrcalpha
#depthtest lequal
#depthwrite false
#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;
colorOut.a = texture(tex, vtf.uv).r;
}
#fragment hlsl
SamplerState samp : register(s0);
Texture2D tex0 : register(t0);
struct VertToFrag
{
float4 position : SV_Position;
float4 color : COLOR;
float2 uv : UV;
};
float4 main(in VertToFrag vtf) : SV_Target0
{
return float4(vtf.color.rgb, tex0.Sample(samp, vtf.uv).r);
}
#fragment metal
struct VertToFrag
{
float4 position [[ position ]];
float4 color;
float2 uv;
};
fragment float4 fmain(VertToFrag vtf [[ stage_in ]],
sampler samp [[ sampler(0) ]],
texture2d<float> tex0 [[ texture(0) ]])
{
return float4(vtf.color.rgb, tex0.sample(samp, vtf.uv).r);
}
#shader CElementGenShaderTexRedToAlphaNoZTest : CElementGenShaderTexRedToAlphaZTest
#depthtest none
#shader CElementGenShaderTexRedToAlphaZTestSub : CElementGenShaderTexRedToAlphaZTest
#srcfac subtract
#dstfac subtract
#depthtest lequal
#shader CElementGenShaderTexRedToAlphaNoZTestSub : CElementGenShaderTexRedToAlphaZTest
#srcfac subtract
#dstfac subtract
#depthtest none
#shader CElementGenShaderIndTexZWrite
#instattribute position4 0
#instattribute position4 1
#instattribute position4 2
#instattribute position4 3
#instattribute color
#instattribute uv4 0
#instattribute uv4 1
#instattribute uv4 2
#instattribute uv4 3
#instattribute uv4 4
#instattribute uv4 5
#instattribute uv4 6
#instattribute uv4 7
#srcfac srcalpha
#dstfac invsrcalpha
#depthtest none
#depthwrite true
#vertex glsl
layout(location=0) in vec4 posIn[4];
layout(location=4) in vec4 colorIn;
layout(location=5) in vec4 uvsInTexrTind[4];
layout(location=9) in vec4 uvsInScene;
UBINDING0 uniform ParticleUniform
{
mat4 mvp;
vec4 moduColor;
};
struct VertToFrag
{
vec4 color;
vec4 uvScene;
vec2 uvTexr;
vec2 uvTind;
};
SBINDING(0) out VertToFrag vtf;
void main()
{
vec4 pos = posIn[gl_VertexID];
vtf.color = colorIn * moduColor;
vtf.uvScene = uvsInScene;
vtf.uvTexr = uvsInTexrTind[gl_VertexID].xy;
vtf.uvTind = uvsInTexrTind[gl_VertexID].zw;
gl_Position = mvp * pos;
}
#fragment glsl
struct VertToFrag
{
vec4 color;
vec4 uvScene;
vec2 uvTexr;
vec2 uvTind;
};
SBINDING(0) in VertToFrag vtf;
layout(location=0) out vec4 colorOut;
TBINDING0 uniform sampler2D texrMap;
TBINDING1 uniform sampler2D sceneMap;
TBINDING2 uniform sampler2D tindMap;
void main()
{
vec2 tindTexel = texture(tindMap, vtf.uvTind).zw;
vec4 sceneTexel = texture(sceneMap, mix(vtf.uvScene.xy, vtf.uvScene.zw, tindTexel));
vec4 texrTexel = texture(texrMap, vtf.uvTexr);
colorOut = vtf.color * vec4(sceneTexel.rgb, 1.0) + texrTexel;
}
#vertex hlsl
struct VertData
{
float4 posIn[4] : POSITION;
float4 colorIn : COLOR;
float4 uvsInTexrTind[4] : UV0;
float4 uvsInScene : UV4;
};
cbuffer ParticleUniform : register(b0)
{
float4x4 mvp;
float4 moduColor;
};
struct VertToFrag
{
float4 position : SV_Position;
float4 color : COLOR;
float4 uvScene : UV0;
float2 uvTexr : UV1;
float2 uvTind : UV2;
};
VertToFrag main(in VertData v, in uint vertId : SV_VertexID)
{
VertToFrag vtf;
vtf.color = v.colorIn * moduColor;
vtf.uvScene = v.uvsInScene;
vtf.uvScene.y = 1.0 - vtf.uvScene.y;
vtf.uvScene.w = 1.0 - vtf.uvScene.w;
vtf.uvTexr = v.uvsInTexrTind[vertId].xy;
vtf.uvTind = v.uvsInTexrTind[vertId].zw;
vtf.position = mul(mvp, v.posIn[vertId]);
return vtf;
}
#fragment hlsl
SamplerState samp : register(s0);
Texture2D tex0 : register(t0);
Texture2D tex1 : register(t1);
Texture2D tex2 : register(t2);
struct VertToFrag
{
float4 position : SV_Position;
float4 color : COLOR;
float4 uvScene : UV0;
float2 uvTexr : UV1;
float2 uvTind : UV2;
};
float4 main(in VertToFrag vtf) : SV_Target0
{
float2 tindTexel = tex2.Sample(samp, vtf.uvTind).zw;
float4 sceneTexel = tex1.Sample(samp, lerp(vtf.uvScene.xy, vtf.uvScene.zw, tindTexel));
float4 texrTexel = tex0.Sample(samp, vtf.uvTexr);
float4 colorOut = vtf.color * float4(sceneTexel.rgb, 1.0) + texrTexel;
colorOut.a = vtf.color.a * texrTexel.a;
return colorOut;
}
#vertex metal
struct VertData
{
float4 posIn[4];
float4 colorIn;
float4 uvsInTexrTind[4];
float4 uvsInScene;
};
struct ParticleUniform
{
float4x4 mvp;
float4 moduColor;
};
struct VertToFrag
{
float4 position [[ position ]];
float4 color;
float4 uvScene;
float2 uvTexr;
float2 uvTind;
};
vertex VertToFrag vmain(constant VertData* va [[ buffer(1) ]],
uint vertId [[ vertex_id ]], uint instId [[ instance_id ]],
constant ParticleUniform& particle [[ buffer(2) ]])
{
VertToFrag vtf;
constant VertData& v = va[instId];
vtf.color = v.colorIn * particle.moduColor;
vtf.uvScene = v.uvsInScene;
vtf.uvScene.y = 1.0 - vtf.uvScene.y;
vtf.uvScene.w = 1.0 - vtf.uvScene.w;
vtf.uvTexr = v.uvsInTexrTind[vertId].xy;
vtf.uvTind = v.uvsInTexrTind[vertId].zw;
vtf.position = particle.mvp * v.posIn[vertId];
return vtf;
}
#fragment metal
struct VertToFrag
{
float4 position [[ position ]];
float4 color;
float4 uvScene;
float2 uvTexr;
float2 uvTind;
};
fragment float4 fmain(VertToFrag vtf [[ stage_in ]],
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sampler samp [[ sampler(0) ]],
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texture2d<float> tex0 [[ texture(0) ]],
texture2d<float> tex1 [[ texture(1) ]],
texture2d<float> tex2 [[ texture(2) ]])
{
float2 tindTexel = tex2.sample(samp, vtf.uvTind).ba;
float4 sceneTexel = tex1.sample(samp, mix(vtf.uvScene.xy, vtf.uvScene.zw, tindTexel));
float4 texrTexel = tex0.sample(samp, vtf.uvTexr);
float4 colr = vtf.color * float4(sceneTexel.rgb, 1.0) + texrTexel;
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return float4(colr.rgb, vtf.color.a * texrTexel.a);
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}
#shader CElementGenShaderIndTexNoZWrite : CElementGenShaderIndTexZWrite
#depthwrite false
#shader CElementGenShaderIndTexAdditive : CElementGenShaderIndTexZWrite
#depthwrite true
#srcfac srcalpha
#dstfac one
#shader CElementGenShaderCindTexZWrite : CElementGenShaderIndTexZWrite
#srcfac srcalpha
#dstfac invsrcalpha
#depthtest none
#depthwrite true
#fragment glsl
struct VertToFrag
{
vec4 color;
vec4 uvScene;
vec2 uvTexr;
vec2 uvTind;
};
SBINDING(0) in VertToFrag vtf;
layout(location=0) out vec4 colorOut;
TBINDING0 uniform sampler2D texrMap;
TBINDING1 uniform sampler2D sceneMap;
TBINDING2 uniform sampler2D tindMap;
void main()
{
vec2 tindTexel = texture(tindMap, vtf.uvTind).zw;
vec4 sceneTexel = texture(sceneMap, mix(vtf.uvScene.xy, vtf.uvScene.zw, tindTexel));
colorOut = vtf.color * vec4(sceneTexel.rgb, 1.0) * texture(texrMap, vtf.uvTexr);
}
#fragment hlsl
SamplerState samp : register(s0);
Texture2D tex0 : register(t0);
Texture2D tex1 : register(t1);
Texture2D tex2 : register(t2);
struct VertToFrag
{
float4 position : SV_Position;
float4 color : COLOR;
float4 uvScene : UV0;
float2 uvTexr : UV1;
float2 uvTind : UV2;
};
float4 main(in VertToFrag vtf) : SV_Target0
{
float2 tindTexel = tex2.Sample(samp, vtf.uvTind).ba;
float4 sceneTexel = tex1.Sample(samp, lerp(vtf.uvScene.xy, vtf.uvScene.zw, tindTexel));
return vtf.color * float4(sceneTexel.rgb, 1.0) * tex0.Sample(samp, vtf.uvTexr);
}
#fragment metal
struct VertToFrag
{
float4 position [[ position ]];
float4 color;
float4 uvScene;
float2 uvTexr;
float2 uvTind;
};
fragment float4 fmain(VertToFrag vtf [[ stage_in ]],
sampler samp [[ sampler(0) ]],
texture2d<float> tex0 [[ texture(0) ]],
texture2d<float> tex1 [[ texture(1) ]],
texture2d<float> tex2 [[ texture(2) ]])
{
float2 tindTexel = tex2.sample(samp, vtf.uvTind).ba;
float4 sceneTexel = tex1.sample(samp, mix(vtf.uvScene.xy, vtf.uvScene.zw, tindTexel));
return vtf.color * float4(sceneTexel.rgb, 1.0) * tex0.sample(samp, vtf.uvTexr);
}
#shader CElementGenShaderCindTexNoZWrite : CElementGenShaderCindTexZWrite
#depthwrite false
#shader CElementGenShaderCindTexAdditive : CElementGenShaderCindTexZWrite
#depthwrite true
#srcfac srcalpha
#dstfac one
#shader CElementGenShaderNoTexZTestZWrite
#instattribute position4 0
#instattribute position4 1
#instattribute position4 2
#instattribute position4 3
#instattribute color
#srcfac srcalpha
#dstfac invsrcalpha
#primitive tristrips
#depthtest lequal
#depthwrite true
#culling none
#vertex glsl
layout(location=0) in vec4 posIn[4];
layout(location=4) in vec4 colorIn;
UBINDING0 uniform ParticleUniform
{
mat4 mvp;
vec4 moduColor;
};
struct VertToFrag
{
vec4 color;
};
SBINDING(0) out VertToFrag vtf;
void main()
{
vec4 pos = posIn[gl_VertexID];
vtf.color = colorIn * moduColor;
gl_Position = mvp * pos;
}
#fragment glsl
struct VertToFrag
{
vec4 color;
};
SBINDING(0) in VertToFrag vtf;
layout(location=0) out vec4 colorOut;
void main()
{
colorOut = vtf.color;
}
#vertex hlsl
struct VertData
{
float4 posIn[4] : POSITION;
float4 colorIn : COLOR;
};
cbuffer ParticleUniform : register(b0)
{
float4x4 mvp;
float4 moduColor;
};
struct VertToFrag
{
float4 position : SV_Position;
float4 color : COLOR;
};
VertToFrag main(in VertData v, in uint vertId : SV_VertexID)
{
VertToFrag vtf;
vtf.color = v.colorIn * moduColor;
vtf.position = mul(mvp, v.posIn[vertId]);
return vtf;
}
#fragment hlsl
struct VertToFrag
{
float4 position : SV_Position;
float4 color : COLOR;
};
float4 main(in VertToFrag vtf) : SV_Target0
{
return vtf.color;
}
#vertex metal
struct VertData
{
float4 posIn[4];
float4 colorIn;
};
struct ParticleUniform
{
float4x4 mvp;
float4 moduColor;
};
struct VertToFrag
{
float4 position [[ position ]];
float4 color;
};
vertex VertToFrag vmain(constant VertData* va [[ buffer(1) ]],
uint vertId [[ vertex_id ]], uint instId [[ instance_id ]],
constant ParticleUniform& particle [[ buffer(2) ]])
{
VertToFrag vtf;
constant VertData& v = va[instId];
vtf.color = v.colorIn * particle.moduColor;
vtf.position = particle.mvp * v.posIn[vertId];
return vtf;
}
#fragment metal
struct VertToFrag
{
float4 position [[ position ]];
float4 color;
};
fragment float4 fmain(VertToFrag vtf [[ stage_in ]])
{
return vtf.color;
}
#shader CElementGenShaderNoTexNoZTestZWrite : CElementGenShaderNoTexZTestZWrite
#depthtest none
#depthwrite true
#shader CElementGenShaderNoTexZTestNoZWrite : CElementGenShaderNoTexZTestZWrite
#depthtest lequal
#depthwrite false
#shader CElementGenShaderNoTexNoZTestNoZWrite : CElementGenShaderNoTexZTestZWrite
#depthtest none
#depthwrite false
#shader CElementGenShaderNoTexAdditiveZTest : CElementGenShaderNoTexZTestZWrite
#srcfac srcalpha
#dstfac one
#depthtest lequal
#depthwrite false
#shader CElementGenShaderNoTexAdditiveNoZTest : CElementGenShaderNoTexZTestZWrite
#srcfac srcalpha
#dstfac one
#depthtest none
#depthwrite false