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Refactors to support fog volume rendering
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@@ -138,10 +138,12 @@ CTextSupportShader::Initialize(boo::MetalDataFactory::Context& ctx)
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{nullptr, nullptr, boo::VertexSemantic::Color | boo::VertexSemantic::Instanced, 2},
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};
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s_TextVtxFmt = ctx.newVertexFormat(11, TextVtxVmt);
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s_TextAlphaPipeline = ctx.newShaderPipeline(TextVS, TextFS, s_TextVtxFmt, CGraphics::g_ViewportSamples, boo::BlendFactor::SrcAlpha,
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boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, true, false, boo::CullMode::None);
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s_TextAddPipeline = ctx.newShaderPipeline(TextVS, TextFS, s_TextVtxFmt, CGraphics::g_ViewportSamples, boo::BlendFactor::SrcAlpha,
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boo::BlendFactor::One, boo::Primitive::TriStrips, true, false, boo::CullMode::None);
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s_TextAlphaPipeline = ctx.newShaderPipeline(TextVS, TextFS, s_TextVtxFmt, CGraphics::g_ViewportSamples,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips,
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boo::ZTest::LEqual, false, true, true, boo::CullMode::None);
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s_TextAddPipeline = ctx.newShaderPipeline(TextVS, TextFS, s_TextVtxFmt, CGraphics::g_ViewportSamples,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::One, boo::Primitive::TriStrips,
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boo::ZTest::LEqual, false, true, true, boo::CullMode::None);
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boo::VertexElementDescriptor ImageVtxVmt[] =
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{
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@@ -156,10 +158,12 @@ CTextSupportShader::Initialize(boo::MetalDataFactory::Context& ctx)
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{nullptr, nullptr, boo::VertexSemantic::Color | boo::VertexSemantic::Instanced, 0},
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};
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s_ImageVtxFmt = ctx.newVertexFormat(9, ImageVtxVmt);
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s_ImageAlphaPipeline = ctx.newShaderPipeline(ImgVS, ImgFS, s_ImageVtxFmt, CGraphics::g_ViewportSamples, boo::BlendFactor::SrcAlpha,
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boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, true, false, boo::CullMode::None);
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s_ImageAddPipeline = ctx.newShaderPipeline(ImgVS, ImgFS, s_ImageVtxFmt, CGraphics::g_ViewportSamples, boo::BlendFactor::SrcAlpha,
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boo::BlendFactor::One, boo::Primitive::TriStrips, true, false, boo::CullMode::None);
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s_ImageAlphaPipeline = ctx.newShaderPipeline(ImgVS, ImgFS, s_ImageVtxFmt, CGraphics::g_ViewportSamples,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips,
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boo::ZTest::LEqual, false, true, true, boo::CullMode::None);
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s_ImageAddPipeline = ctx.newShaderPipeline(ImgVS, ImgFS, s_ImageVtxFmt, CGraphics::g_ViewportSamples,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::One, boo::Primitive::TriStrips,
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boo::ZTest::LEqual, false, true, true, boo::CullMode::None);
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return nullptr;
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}
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