metaforce/Shaders/CLineRendererShaders.shader

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2018-10-06 19:59:17 -07:00
#shader CLineRendererShaderTexAlpha
#attribute position4
#attribute color
#attribute uv4
#srcfac srcalpha
#dstfac invsrcalpha
#primitive tristrips
#depthtest none
#depthwrite false
#culling none
#vertex glsl
layout(location=0) in vec4 posIn;
layout(location=1) in vec4 colorIn;
layout(location=2) in vec4 uvIn;
UBINDING0 uniform LineUniform
{
vec4 moduColor;
};
struct VertToFrag
{
vec4 color;
vec2 uv;
};
SBINDING(0) out VertToFrag vtf;
void main()
{
vtf.color = colorIn * moduColor;
vtf.uv = uvIn.xy;
gl_Position = posIn;
}
#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 colorIn : COLOR;
float4 uvIn : UV;
};
cbuffer LineUniform : register(b0)
{
float4 moduColor;
};
struct VertToFrag
{
float4 position : SV_Position;
float4 color : COLOR;
float2 uv : UV;
};
VertToFrag main(in VertData v)
{
VertToFrag vtf;
vtf.color = v.colorIn * moduColor;
vtf.uv = v.uvIn.xy;
vtf.position = v.posIn;
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;
float4 colorIn;
float4 uvIn;
};
struct LineUniform
{
float4 moduColor;
};
struct VertToFrag
{
float4 position [[ position ]];
float4 color;
float2 uv;
};
vertex VertToFrag vmain(constant VertData* va [[ buffer(0) ]],
uint vertId [[ vertex_id ]],
constant LineUniform& line [[ buffer(2) ]])
{
VertToFrag vtf;
constant VertData& v = va[vertId];
vtf.color = v.colorIn * line.moduColor;
vtf.uv = v.uvIn.xy;
vtf.position = v.posIn;
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 CLineRendererShaderTexAdditive : CLineRendererShaderTexAlpha
#srcfac srcalpha
#dstfac one
#depthtest none
#shader CLineRendererShaderTexAlphaZ : CLineRendererShaderTexAlpha
#srcfac srcalpha
#dstfac invsrcalpha
#depthtest lequal
#shader CLineRendererShaderTexAdditiveZ : CLineRendererShaderTexAlpha
#srcfac srcalpha
#dstfac one
#depthtest lequal
#shader CLineRendererShaderNoTexAlpha
#attribute position4
#attribute color
#srcfac srcalpha
#dstfac invsrcalpha
#primitive tristrips
#depthtest none
#depthwrite false
#culling none
#vertex glsl
layout(location=0) in vec4 posIn;
layout(location=1) in vec4 colorIn;
UBINDING0 uniform LineUniform
{
vec4 moduColor;
};
struct VertToFrag
{
vec4 color;
};
SBINDING(0) out VertToFrag vtf;
void main()
{
vtf.color = colorIn * moduColor;
gl_Position = posIn;
}
#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 : POSITION;
float4 colorIn : COLOR;
};
cbuffer LineUniform : register(b0)
{
float4 moduColor;
};
struct VertToFrag
{
float4 position : SV_Position;
float4 color : COLOR;
};
VertToFrag main(in VertData v)
{
VertToFrag vtf;
vtf.color = v.colorIn * moduColor;
vtf.position = v.posIn;
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;
float4 colorIn;
};
struct LineUniform
{
float4 moduColor;
};
struct VertToFrag
{
float4 position [[ position ]];
float4 color;
};
vertex VertToFrag vmain(constant VertData* va [[ buffer(0) ]],
uint vertId [[ vertex_id ]],
constant LineUniform& line [[ buffer(2) ]])
{
VertToFrag vtf;
constant VertData& v = va[vertId];
vtf.color = v.colorIn * line.moduColor;
vtf.position = v.posIn;
return vtf;
}
#fragment metal
struct VertToFrag
{
float4 position [[ position ]];
float4 color;
};
fragment float4 fmain(VertToFrag vtf [[ stage_in ]])
{
return vtf.color;
}
#shader CLineRendererShaderNoTexAdditive : CLineRendererShaderNoTexAlpha
#srcfac srcalpha
#dstfac one
#depthtest none
#shader CLineRendererShaderNoTexAlphaZ : CLineRendererShaderNoTexAlpha
#srcfac srcalpha
#dstfac invsrcalpha
#depthtest lequal
#shader CLineRendererShaderNoTexAdditiveZ : CLineRendererShaderNoTexAlpha
#srcfac srcalpha
#dstfac one
#depthtest lequal
#shader CLineRendererShaderNoTexAlphaZGEqual : CLineRendererShaderNoTexAlpha
#srcfac srcalpha
#dstfac invsrcalpha
#depthtest gequal