metaforce/Shaders/CSpaceWarpFilter.shader

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#shader CSpaceWarpFilter
#attribute position4
#attribute uv4
#srcfac one
#dstfac zero
#primitive tristrips
#depthtest none
#depthwrite false
#culling none
#vertex glsl
layout(location=0) in vec4 posIn;
layout(location=1) in vec4 uvIn;
UBINDING0 uniform SpaceWarpUniform
{
mat4 mainMtx;
mat4 indMtx;
vec4 strength;
};
struct VertToFrag
{
vec2 sceneUv;
vec2 indUv;
vec2 strength;
};
SBINDING(0) out VertToFrag vtf;
void main()
{
gl_Position = mainMtx * vec4(posIn.xy, 0.0, 1.0);
vtf.sceneUv = gl_Position.xy * vec2(0.5) + vec2(0.5);
vtf.indUv = (mat3(indMtx) * vec3(uvIn.xy, 1.0)).xy;
vtf.strength = strength.xy;
}
#fragment glsl
struct VertToFrag
{
vec2 sceneUv;
vec2 indUv;
vec2 strength;
};
SBINDING(0) in VertToFrag vtf;
layout(location=0) out vec4 colorOut;
TBINDING0 uniform sampler2D sceneTex;
TBINDING1 uniform sampler2D indTex;
void main()
{
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vec2 indUv = texture(indTex, vtf.indUv).ab * vec2(2.0) - vec2(1.0 - 1.0 / 256.0);
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colorOut = vec4(texture(sceneTex, vtf.sceneUv + indUv * vtf.strength.xy).rgb, 1.0);
}
#vertex hlsl
struct VertData
{
float4 posIn : POSITION;
float4 uvIn : UV;
};
cbuffer SpaceWarpUniform : register(b0)
{
float4x4 mainMtx;
float4x4 indMtx;
float4 strength;
};
struct VertToFrag
{
float4 position : SV_Position;
float2 sceneUv : SCENEUV;
float2 indUv : INDV;
float2 strength : STRENGTH;
};
VertToFrag main(in VertData v)
{
VertToFrag vtf;
vtf.position = mul(mainMtx, float4(v.posIn.xy, 0.0, 1.0));
vtf.sceneUv = vtf.position.xy * float2(0.5, 0.5) + float2(0.5, 0.5);
vtf.sceneUv.y = 1.0 - vtf.sceneUv.y;
vtf.indUv = mul(float3x3(indMtx[0].xyz, indMtx[1].xyz, indMtx[2].xyz), float3(v.uvIn.xy, 1.0)).xy;
vtf.indUv.y = 1.0 - vtf.indUv.y;
vtf.strength = strength.xy;
return vtf;
}
#fragment hlsl
Texture2D sceneTex : register(t0);
Texture2D indTex : register(t1);
SamplerState samp : register(s0);
struct VertToFrag
{
float4 position : SV_Position;
float2 sceneUv : SCENEUV;
float2 indUv : INDV;
float2 strength : STRENGTH;
};
float4 main(in VertToFrag vtf) : SV_Target0
{
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float2 indUv = indTex.Sample(samp, vtf.indUv).ab * float2(2.0, 2.0) - float2(1.0 - 1.0 / 256.0, 1.0 - 1.0 / 256.0);
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return float4(sceneTex.Sample(samp, vtf.sceneUv + indUv * vtf.strength.xy).rgb, 1.0);
}
#vertex metal
struct VertData
{
float4 posIn [[ attribute(0) ]];
float4 uvIn [[ attribute(1) ]];
};
struct SpaceWarpUniform
{
float4x4 mainMtx;
float4x4 indMtx;
float4 strength;
};
struct VertToFrag
{
float4 position [[ position ]];
float2 sceneUv;
float2 indUv;
float2 strength;
};
vertex VertToFrag vmain(VertData v [[ stage_in ]], constant SpaceWarpUniform& swu [[ buffer(2) ]])
{
VertToFrag vtf;
vtf.position = swu.mainMtx * float4(v.posIn.xy, 0.0, 1.0);
vtf.sceneUv = vtf.position.xy * float2(0.5) + float2(0.5);
vtf.sceneUv.y = 1.0 - vtf.sceneUv.y;
vtf.indUv = (float3x3(swu.indMtx[0].xyz, swu.indMtx[1].xyz, swu.indMtx[2].xyz) * float3(v.uvIn.xy, 1.0)).xy;
vtf.indUv.y = 1.0 - vtf.indUv.y;
vtf.strength = swu.strength.xy;
return vtf;
}
#fragment metal
struct VertToFrag
{
float4 position [[ position ]];
float2 sceneUv;
float2 indUv;
float2 strength;
};
fragment float4 fmain(VertToFrag vtf [[ stage_in ]],
sampler samp [[ sampler(0) ]],
texture2d<float> sceneTex [[ texture(0) ]],
texture2d<float> indTex [[ texture(1) ]])
{
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float2 indUv = indTex.sample(samp, vtf.indUv).ab * float2(2.0) - float2(1.0 - 1.0 / 256.0);
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return float4(sceneTex.sample(samp, vtf.sceneUv + indUv * vtf.strength.xy).rgb, 1.0);
}