metaforce/Runtime/Graphics/Shaders/CModelShadersMetal.cpp

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#include "CModelShaders.hpp"
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namespace urde {
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using namespace std::literals;
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extern const hecl::Backend::Function ExtensionLightingFuncsMetal[];
extern const hecl::Backend::Function ExtensionPostFuncsMetal[];
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#define FOG_STRUCT_METAL \
"struct Fog\n" \
"{\n" \
" float4 color;\n" \
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" float A;\n" \
" float B;\n" \
" float C;\n" \
" int mode;\n" \
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"};\n"
#define FOG_ALGORITHM_METAL \
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" float fogZ;\n" \
" float fogF = saturate((lu.fog.A / (lu.fog.B - (1.0 - vtf.mvpPos.z))) - lu.fog.C);\n" \
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" switch (lu.fog.mode)\n" \
" {\n" \
" case 2:\n" \
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" fogZ = fogF;\n" \
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" break;\n" \
" case 4:\n" \
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" fogZ = 1.0 - exp2(-8.0 * fogF);\n" \
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" break;\n" \
" case 5:\n" \
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" fogZ = 1.0 - exp2(-8.0 * fogF * fogF);\n" \
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" break;\n" \
" case 6:\n" \
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" fogZ = exp2(-8.0 * (1.0 - fogF));\n" \
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" break;\n" \
" case 7:\n" \
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" fogF = 1.0 - fogF;\n" \
" fogZ = exp2(-8.0 * fogF * fogF);\n" \
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" break;\n" \
" default:\n" \
" fogZ = 0.0;\n" \
" break;\n" \
" }\n" \
"#ifdef BLEND_DST_ONE\n" \
" return float4(mix(colorIn, float4(0.0), saturate(fogZ)).rgb, colorIn.a);\n" \
"#else\n" \
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" return float4(mix(colorIn, lu.fog.color, saturate(fogZ)).rgb, colorIn.a);\n" \
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"#endif\n"
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static std::string_view LightingMetal =
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"struct Light\n"
"{\n"
" float4 pos;\n"
" float4 dir;\n"
" float4 color;\n"
" float4 linAtt;\n"
" float4 angAtt;\n"
"};\n"
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FOG_STRUCT_METAL
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"\n"
"struct LightingUniform\n"
"{\n"
" Light lights[" _XSTR(URDE_MAX_LIGHTS) "];\n"
" float4 ambient;\n"
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" float4 colorReg0;\n"
" float4 colorReg1;\n"
" float4 colorReg2;\n"
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" float4 mulColor;\n"
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" float4 addColor;\n"
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" Fog fog;\n"
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"};\n"
"\n"
"static float4 LightingFunc(constant LightingUniform& lu, float3 mvPosIn, float3 mvNormIn, thread VertToFrag& vtf)\n"
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"{\n"
" float4 ret = lu.ambient;\n"
" \n"
" for (int i=0 ; i<" _XSTR(URDE_MAX_LIGHTS) " ; ++i)\n"
" {\n"
" float3 delta = mvPosIn - lu.lights[i].pos.xyz;\n"
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" float dist = length(delta);\n"
" float angDot = saturate(dot(normalize(delta), lu.lights[i].dir.xyz));\n"
" float att = 1.0 / (lu.lights[i].linAtt[2] * dist * dist +\n"
" lu.lights[i].linAtt[1] * dist +\n"
" lu.lights[i].linAtt[0]);\n"
" float angAtt = lu.lights[i].angAtt[2] * angDot * angDot +\n"
" lu.lights[i].angAtt[1] * angDot +\n"
" lu.lights[i].angAtt[0];\n"
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" ret += lu.lights[i].color * angAtt * att * saturate(dot(normalize(-delta), mvNormIn));\n"
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" }\n"
" \n"
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" return saturate(ret);\n"
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"}\n"sv;
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static std::string_view LightingShadowMetal =
"struct Light\n"
"{\n"
" float4 pos;\n"
" float4 dir;\n"
" float4 color;\n"
" float4 linAtt;\n"
" float4 angAtt;\n"
"};\n"
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FOG_STRUCT_METAL
"\n"
"struct LightingUniform\n"
"{\n"
" Light lights[" _XSTR(URDE_MAX_LIGHTS) "];\n"
" float4 ambient;\n"
" float4 colorReg0;\n"
" float4 colorReg1;\n"
" float4 colorReg2;\n"
" float4 mulColor;\n"
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" float4 addColor;\n"
" Fog fog;\n"
"};\n"
"\n"
"static float4 EXTLightingShadowFunc(constant LightingUniform& lu, float3 mvPosIn, float3 mvNormIn,\n"
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" thread VertToFrag& vtf, sampler samp, sampler clampSamp, texture2d<float> extTex7)\n"
"{\n"
" float4 ret = lu.ambient;\n"
" \n"
" float3 delta = mvPosIn - lu.lights[0].pos.xyz;\n"
" float dist = length(delta);\n"
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" float angDot = saturate(dot(normalize(delta), lu.lights[0].dir.xyz));\n"
" float att = 1.0 / (lu.lights[0].linAtt[2] * dist * dist +\n"
" lu.lights[0].linAtt[1] * dist +\n"
" lu.lights[0].linAtt[0]);\n"
" float angAtt = lu.lights[0].angAtt[2] * angDot * angDot +\n"
" lu.lights[0].angAtt[1] * angDot +\n"
" lu.lights[0].angAtt[0];\n"
" ret += lu.lights[0].color * saturate(angAtt) * att * saturate(dot(normalize(-delta), mvNormIn)) *\n"
" extTex7.sample(clampSamp, vtf.extTcgs0).r;\n"
" \n"
" for (int i=1 ; i<" _XSTR(URDE_MAX_LIGHTS) " ; ++i)\n"
" {\n"
" float3 delta = mvPosIn - lu.lights[i].pos.xyz;\n"
" float dist = length(delta);\n"
" float angDot = saturate(dot(normalize(delta), lu.lights[i].dir.xyz));\n"
" float att = 1.0 / (lu.lights[i].linAtt[2] * dist * dist +\n"
" lu.lights[i].linAtt[1] * dist +\n"
" lu.lights[i].linAtt[0]);\n"
" float angAtt = lu.lights[i].angAtt[2] * angDot * angDot +\n"
" lu.lights[i].angAtt[1] * angDot +\n"
" lu.lights[i].angAtt[0];\n"
" ret += lu.lights[i].color * saturate(angAtt) * att * saturate(dot(normalize(-delta), mvNormIn));\n"
" }\n"
" \n"
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" return ret;\n"
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"}\n"sv;
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static std::string_view MainPostMetal =
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"float4 MainPostFunc(thread VertToFrag& vtf, constant LightingUniform& lu, float4 colorIn)\n"
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"{\n" FOG_ALGORITHM_METAL
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"}\n"
"\n"sv;
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static std::string_view ThermalPostMetal =
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"struct ThermalUniform\n"
"{\n"
" float4 tmulColor;\n"
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" float4 taddColor;\n"
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"};\n"
"static float4 EXTThermalPostFunc(thread VertToFrag& vtf, constant ThermalUniform& lu,\n"
" sampler samp, sampler clampSamp, texture2d<float> extTex7, float4 colorIn)\n"
"{\n"
" return extTex7.sample(samp, vtf.extTcgs0).rrrr * lu.tmulColor + lu.taddColor;\n"
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"}\n"
"\n"sv;
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static std::string_view SolidPostMetal =
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"struct SolidUniform\n"
"{\n"
" float4 solidColor;\n"
"};\n"
"static float4 SolidPostFunc(thread VertToFrag& vtf, constant SolidUniform& lu, float4 colorIn)\n"
"{\n"
" return lu.solidColor;\n"
"}\n"
"\n"sv;
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static std::string_view MBShadowPostMetal =
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"struct MBShadowUniform\n"
"{\n"
" float4 shadowUp;\n"
" float shadowId;\n"
"};\n"
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"static float4 EXTMBShadowPostFunc(thread VertToFrag& vtf, constant MBShadowUniform& su, sampler samp,\n"
" sampler clampSamp, texture2d<float> extTex0, texture2d<float> extTex1,\n"
" texture2d<float> extTex2, float4 colorIn)\n"
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"{\n"
" float idTexel = extTex0.sample(samp, vtf.extTcgs0).a;\n"
" float sphereTexel = extTex1.sample(samp, vtf.extTcgs1).a;\n"
" float fadeTexel = extTex2.sample(samp, vtf.extTcgs2).a;\n"
" float val = ((fabs(idTexel - su.shadowId) < 0.001) ?\n"
" (dot(vtf.mvNorm.xyz, su.shadowUp.xyz) * su.shadowUp.w) : 0.0) *\n"
" sphereTexel * fadeTexel;\n"
" return float4(0.0, 0.0, 0.0, val);\n"
"}\n"
"\n"sv;
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static std::string_view DisintegratePostMetal = FOG_STRUCT_METAL
"struct DisintegrateUniform\n"
"{\n"
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" float4 daddColor;\n"
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" Fog fog;\n"
"};\n"
"static float4 EXTDisintegratePostFunc(thread VertToFrag& vtf, constant DisintegrateUniform& lu, sampler samp,\n"
" sampler clampSamp, texture2d<float> extTex7, float4 colorIn)\n"
"{\n"
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" float4 texel0 = extTex7.sample(samp, vtf.extTcgs0);\n"
" float4 texel1 = extTex7.sample(samp, vtf.extTcgs1);\n"
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" colorIn = mix(float4(0.0), texel1, texel0);\n"
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" colorIn.rgb += lu.daddColor.rgb;\n" FOG_ALGORITHM_METAL
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"}\n"
"\n"sv;
static std::string_view ThermalColdPostMetal =
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"static float4 ThermalColdPostFunc(thread VertToFrag& vtf, float4 colorIn)\n"
"{\n"
" return colorIn * float4(0.75, 0.75, 0.75, 0.75);\n"
"}\n"
"\n"sv;
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const hecl::Backend::Function ExtensionLightingFuncsMetal[] = {{},
{LightingMetal, "LightingFunc"},
{},
{LightingMetal, "LightingFunc"},
{LightingMetal, "LightingFunc"},
{},
{},
{},
{},
{},
{},
{},
{LightingShadowMetal, "EXTLightingShadowFunc"},
{LightingMetal, "LightingFunc"},
{LightingMetal, "LightingFunc"},
{LightingMetal, "LightingFunc"},
{LightingMetal, "LightingFunc"},
{LightingMetal, "LightingFunc"},
{LightingMetal, "LightingFunc"},
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{LightingMetal, "LightingFunc"},
{},
{LightingMetal, "LightingFunc"},
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{},
{LightingMetal, "LightingFunc"},};
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const hecl::Backend::Function ExtensionPostFuncsMetal[] = {
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{},
{MainPostMetal, "MainPostFunc"},
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{ThermalPostMetal, "EXTThermalPostFunc"},
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{MainPostMetal, "MainPostFunc"},
{MainPostMetal, "MainPostFunc"},
{SolidPostMetal, "SolidPostFunc"},
{SolidPostMetal, "SolidPostFunc"},
{SolidPostMetal, "SolidPostFunc"},
{SolidPostMetal, "SolidPostFunc"},
{SolidPostMetal, "SolidPostFunc"},
{SolidPostMetal, "SolidPostFunc"},
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{MBShadowPostMetal, "EXTMBShadowPostFunc"},
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{MainPostMetal, "MainPostFunc"},
{MainPostMetal, "MainPostFunc"},
{MainPostMetal, "MainPostFunc"},
{MainPostMetal, "MainPostFunc"},
{MainPostMetal, "MainPostFunc"},
{MainPostMetal, "MainPostFunc"},
{MainPostMetal, "MainPostFunc"},
{MainPostMetal, "MainPostFunc"},
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{DisintegratePostMetal, "EXTDisintegratePostFunc"},
{MainPostMetal, "MainPostFunc"},
{ThermalColdPostMetal, "ThermalColdPostFunc"},
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{MainPostMetal, "MainPostFunc"},
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};
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} // namespace urde