metaforce/Shaders/CRandomStaticFilter.shader

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#shader CRandomStaticFilterAlpha
#attribute position4
#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 uvIn;
UBINDING0 uniform RandomStaticUniform
{
vec4 color;
float randOff;
float discardThres;
};
struct VertToFrag
{
vec4 color;
vec2 uv;
float randOff;
float discardThres;
};
SBINDING(0) out VertToFrag vtf;
void main()
{
vtf.color = color;
vtf.uv = uvIn.xy;
vtf.randOff = randOff;
vtf.discardThres = discardThres;
gl_Position = vec4(posIn.xyz, 1.0);
}
#fragment glsl
struct VertToFrag
{
vec4 color;
vec2 uv;
float randOff;
float discardThres;
};
ivec2 Lookup8BPP(in vec2 uv, in float randOff)
{
int bx = int(uv.x) >> 3;
int rx = int(uv.x) & 0x7;
int by = int(uv.y) >> 2;
int ry = int(uv.y) & 0x3;
int bidx = by * 128 + bx;
int addr = bidx * 32 + ry * 8 + rx + int(randOff);
return ivec2(addr & 0x3ff, addr >> 10);
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}
SBINDING(0) in VertToFrag vtf;
layout(location=0) out vec4 colorOut;
TBINDING0 uniform sampler2D tex;
void main()
{
colorOut = texelFetch(tex, Lookup8BPP(vtf.uv, vtf.randOff), 0) * vtf.color;
colorOut.a = vtf.color.a;
}
#vertex hlsl
struct VertData
{
float4 posIn : POSITION;
float2 uvIn : UV;
};
cbuffer RandomStaticUniform : register(b0)
{
float4 color;
float randOff;
float discardThres;
};
struct VertToFrag
{
float4 pos : SV_Position;
float4 color : COLOR;
float2 uv : UV;
float randOff : RANDOFF;
float discardThres : DISCARDTHRES;
};
VertToFrag main(in VertData v)
{
VertToFrag vtf;
vtf.color = color;
vtf.uv = v.uvIn.xy;
vtf.randOff = randOff;
vtf.discardThres = discardThres;
vtf.pos = float4(v.posIn.xyz, 1.0);
return vtf;
}
#fragment hlsl
struct VertToFrag
{
float4 pos : SV_Position;
float4 color : COLOR;
float2 uv : UV;
float randOff : RANDOFF;
float discardThres : DISCARDTHRES;
};
static int3 Lookup8BPP(float2 uv, float randOff)
{
int bx = int(uv.x) >> 3;
int rx = int(uv.x) & 0x7;
int by = int(uv.y) >> 2;
int ry = int(uv.y) & 0x3;
int bidx = by * 128 + bx;
int addr = bidx * 32 + ry * 8 + rx + int(randOff);
return int3(addr & 0x3ff, addr >> 10, 0);
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}
Texture2D tex : register(t0);
float4 main(in VertToFrag vtf) : SV_Target0
{
float4 colorOut = tex.Load(Lookup8BPP(vtf.uv, vtf.randOff)) * vtf.color;
colorOut.a = vtf.color.a;
return colorOut;
}
#vertex metal
struct VertData
{
float4 posIn [[ attribute(0) ]];
float2 uvIn [[ attribute(1) ]];
};
struct RandomStaticUniform
{
float4 color;
float randOff;
float discardThres;
};
struct VertToFrag
{
float4 pos [[ position ]];
float4 color;
float2 uv;
float randOff;
float discardThres;
};
vertex VertToFrag vmain(VertData v [[ stage_in ]],
constant RandomStaticUniform& su [[ buffer(2) ]])
{
VertToFrag vtf;
vtf.color = su.color;
vtf.uv = v.uvIn.xy;
vtf.randOff = su.randOff;
vtf.discardThres = su.discardThres;
vtf.pos = float4(v.posIn.xyz, 1.0);
return vtf;
}
#fragment metal
struct VertToFrag
{
float4 pos [[ position ]];
float4 color;
float2 uv;
float randOff;
float discardThres;
};
static uint2 Lookup8BPP(float2 uv, float randOff)
{
int bx = int(uv.x) >> 3;
int rx = int(uv.x) & 0x7;
int by = int(uv.y) >> 2;
int ry = int(uv.y) & 0x3;
int bidx = by * 128 + bx;
int addr = bidx * 32 + ry * 8 + rx + int(randOff);
return uint2(addr & 0x3ff, addr >> 10);
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}
fragment float4 fmain(VertToFrag vtf [[ stage_in ]],
texture2d<float> tex [[ texture(0) ]])
{
float4 colorOut = tex.read(Lookup8BPP(vtf.uv, vtf.randOff)) * vtf.color;
colorOut.a = vtf.color.a;
return colorOut;
}
#shader CRandomStaticFilterAdd : CRandomStaticFilterAlpha
#srcfac srcalpha
#dstfac one
#shader CRandomStaticFilterMult : CRandomStaticFilterAlpha
#srcfac zero
#dstfac srccolor
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#overwritealpha true
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#shader CRandomStaticFilterCookieCutter : CRandomStaticFilterAlpha
#srcfac zero
#dstfac srccolor
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#overwritealpha true
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#depthwrite true
#colorwrite false
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#depthtest lequal
#fragment glsl
struct VertToFrag
{
vec4 color;
vec2 uv;
float randOff;
float discardThres;
};
ivec2 Lookup8BPP(in vec2 uv, in float randOff)
{
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int bx = int(uv.x) >> 3;
int rx = int(uv.x) & 0x7;
int by = int(uv.y) >> 2;
int ry = int(uv.y) & 0x3;
int bidx = by * 128 + bx;
int addr = bidx * 32 + ry * 8 + rx + int(randOff);
return ivec2(addr & 0x3ff, addr >> 10);
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}
SBINDING(0) in VertToFrag vtf;
layout(location=0) out vec4 colorOut;
TBINDING0 uniform sampler2D tex;
void main()
{
colorOut = texelFetch(tex, Lookup8BPP(vtf.uv, vtf.randOff), 0) * vtf.color;
if (colorOut.a < vtf.discardThres)
discard;
}
#fragment hlsl
struct VertToFrag
{
float4 pos : SV_Position;
float4 color : COLOR;
float2 uv : UV;
float randOff : RANDOFF;
float discardThres : DISCARDTHRES;
};
static int3 Lookup8BPP(float2 uv, float randOff)
{
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int bx = int(uv.x) >> 3;
int rx = int(uv.x) & 0x7;
int by = int(uv.y) >> 2;
int ry = int(uv.y) & 0x3;
int bidx = by * 128 + bx;
int addr = bidx * 32 + ry * 8 + rx + int(randOff);
return int3(addr & 0x3ff, addr >> 10, 0);
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}
Texture2D tex : register(t0);
float4 main(in VertToFrag vtf) : SV_Target0
{
float4 colorOut = tex.Load(Lookup8BPP(vtf.uv, vtf.randOff)) * vtf.color;
if (colorOut.a < vtf.discardThres)
discard;
return colorOut;
}
#fragment metal
struct VertToFrag
{
float4 pos [[ position ]];
float4 color;
float2 uv;
float randOff;
float discardThres;
};
static uint2 Lookup8BPP(float2 uv, float randOff)
{
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int bx = int(uv.x) >> 3;
int rx = int(uv.x) & 0x7;
int by = int(uv.y) >> 2;
int ry = int(uv.y) & 0x3;
int bidx = by * 128 + bx;
int addr = bidx * 32 + ry * 8 + rx + int(randOff);
return uint2(addr & 0x3ff, addr >> 10);
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}
fragment float4 fmain(VertToFrag vtf [[ stage_in ]],
texture2d<float> tex [[ texture(0) ]])
{
float4 colorOut = tex.read(Lookup8BPP(vtf.uv, vtf.randOff)) * vtf.color;
if (colorOut.a < vtf.discardThres)
discard_fragment();
return colorOut;
}