mirror of https://github.com/AxioDL/metaforce.git
Merge branch 'master' of https://github.com/AxioDL/PathShagged
This commit is contained in:
commit
425adaf2f3
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@ -75,7 +75,7 @@ static const char* VS_HLSL_INDTEX =
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" float4 posIn[4] : POSITION;\n"
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" float4 posIn[4] : POSITION;\n"
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" float4 colorIn : COLOR;\n"
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" float4 colorIn : COLOR;\n"
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" float4 uvsInTexrTind[4] : UV0;\n"
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" float4 uvsInTexrTind[4] : UV0;\n"
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" float4 uvsInScene[4] : UV4;\n"
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" float4 uvsInScene : UV4;\n"
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"};\n"
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"};\n"
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"\n"
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"\n"
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"cbuffer ParticleUniform : register(b0)\n"
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"cbuffer ParticleUniform : register(b0)\n"
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@ -88,8 +88,8 @@ static const char* VS_HLSL_INDTEX =
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"{\n"
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"{\n"
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" float4 position : SV_Position;\n"
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" float4 position : SV_Position;\n"
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" float4 color : COLOR;\n"
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" float4 color : COLOR;\n"
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" float2 uvTexr : UV0;\n"
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" float4 uvScene : UV0;\n"
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" float2 uvScene : UV1;\n"
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" float2 uvTexr : UV1;\n"
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" float2 uvTind : UV2;\n"
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" float2 uvTind : UV2;\n"
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"};\n"
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"};\n"
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"\n"
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"\n"
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@ -97,8 +97,8 @@ static const char* VS_HLSL_INDTEX =
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"{\n"
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"{\n"
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" VertToFrag vtf;\n"
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" VertToFrag vtf;\n"
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" vtf.color = v.colorIn * moduColor;\n"
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" vtf.color = v.colorIn * moduColor;\n"
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" vtf.uvScene = v.uvsInScene;\n"
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" vtf.uvTexr = v.uvsInTexrTind[vertId].xy;\n"
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" vtf.uvTexr = v.uvsInTexrTind[vertId].xy;\n"
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" vtf.uvScene = v.uvsInScene[vertId].xy;\n"
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" vtf.uvTind = v.uvsInTexrTind[vertId].zw;\n"
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" vtf.uvTind = v.uvsInTexrTind[vertId].zw;\n"
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" vtf.position = mul(mvp, v.posIn[vertId]);\n"
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" vtf.position = mul(mvp, v.posIn[vertId]);\n"
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" return vtf;\n"
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" return vtf;\n"
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@ -113,21 +113,23 @@ static const char* FS_HLSL_INDTEX =
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"{\n"
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"{\n"
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" float4 position : SV_Position;\n"
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" float4 position : SV_Position;\n"
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" float4 color : COLOR;\n"
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" float4 color : COLOR;\n"
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" float2 uvTexr : UV0;\n"
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" float4 uvScene : UV0;\n"
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" float2 uvScene : UV1;\n"
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" float2 uvTexr : UV1;\n"
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" float2 uvTind : UV2;\n"
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" float2 uvTind : UV2;\n"
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"};\n"
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"};\n"
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"\n"
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"\n"
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"float4 main(in VertToFrag vtf) : SV_Target0\n"
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"float4 main(in VertToFrag vtf) : SV_Target0\n"
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"{\n"
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"{\n"
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" float2 tindTexel = tex2.Sample(samp, vtf.uvTind).ba;\n"
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" float2 tindTexel = tex2.Sample(samp, vtf.uvTind).zw;\n"
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" float4 sceneTexel = tex1.Sample(samp, vtf.uvScene + tindTexel);\n"
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" float4 sceneTexel = tex1.Sample(samp, lerp(vtf.uvScene.xy, vtf.uvScene.zw, tindTexel));\n"
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" float4 texrTexel = tex0.Sample(samp, vtf.uvTexr);\n"
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" float4 texrTexel = tex0.Sample(samp, vtf.uvTexr);\n"
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" float4 colr = vtf.color * sceneTexel + texrTexel;\n"
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" return float4(tindTexel, 0.0, 1.0);\n"
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" return float4(colr.rgb, vtf.color.a * texrTexel.a);"
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" float4 colorOut = vtf.color * sceneTexel + texrTexel;\n"
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" colorOut.a = vtf.color.a * texrTexel.a;\n"
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" return colorOut;\n"
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"}\n";
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"}\n";
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static const char* FS_METAL_CINDTEX =
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static const char* FS_HLSL_CINDTEX =
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"SamplerState samp : register(s0);\n"
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"SamplerState samp : register(s0);\n"
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"Texture2D tex0 : register(t0);\n"
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"Texture2D tex0 : register(t0);\n"
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"Texture2D tex1 : register(t1);\n"
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"Texture2D tex1 : register(t1);\n"
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@ -136,15 +138,15 @@ static const char* FS_METAL_CINDTEX =
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"{\n"
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"{\n"
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" float4 position : SV_Position;\n"
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" float4 position : SV_Position;\n"
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" float4 color : COLOR;\n"
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" float4 color : COLOR;\n"
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" float2 uvTexr : UV0;\n"
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" float4 uvScene : UV0;\n"
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" float2 uvScene : UV1;\n"
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" float2 uvTexr : UV1;\n"
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" float2 uvTind : UV2;\n"
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" float2 uvTind : UV2;\n"
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"};\n"
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"};\n"
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"\n"
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"\n"
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"float4 main(in VertToFrag vtf) : SV_Target0\n"
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"float4 main(in VertToFrag vtf) : SV_Target0\n"
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"{\n"
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"{\n"
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" float2 tindTexel = tex2.Sample(samp, vtf.uvTind).ba;\n"
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" float2 tindTexel = tex2.Sample(samp, vtf.uvTind).ba;\n"
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" float4 sceneTexel = tex1.Sample(samp, vtf.uvScene + tindTexel);\n"
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" float4 sceneTexel = tex1.Sample(samp, lerp(vtf.uvScene.xy, vtf.uvScene.zw, tindTexel));\n"
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" return vtf.color * sceneTexel * tex0.Sample(samp, vtf.uvTexr);\n"
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" return vtf.color * sceneTexel * tex0.Sample(samp, vtf.uvTexr);\n"
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"}\n";
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"}\n";
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@ -252,12 +254,9 @@ CElementGenShaders::IDataBindingFactory* CElementGenShaders::Initialize(boo::ID3
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{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 1},
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{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 1},
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{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 2},
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{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 2},
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{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 3},
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{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 3},
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{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 4},
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{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 4}
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{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 5},
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{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 6},
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{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 7}
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};
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};
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m_vtxFormatIndTex = CGraphics::g_BooFactory->newVertexFormat(13, TexFmtIndTex);
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m_vtxFormatIndTex = CGraphics::g_BooFactory->newVertexFormat(10, TexFmtIndTex);
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static const boo::VertexElementDescriptor TexFmtNoTex[] =
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static const boo::VertexElementDescriptor TexFmtNoTex[] =
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{
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{
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@ -307,28 +306,28 @@ CElementGenShaders::IDataBindingFactory* CElementGenShaders::Initialize(boo::ID3
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m_indTexZWrite = factory.newShaderPipeline(VS_HLSL_INDTEX, FS_HLSL_INDTEX, ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(),
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m_indTexZWrite = factory.newShaderPipeline(VS_HLSL_INDTEX, FS_HLSL_INDTEX, ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(),
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ComPtr<ID3DBlob>(), m_vtxFormatIndTex,
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ComPtr<ID3DBlob>(), m_vtxFormatIndTex,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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true, true, false);
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false, true, false);
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m_indTexNoZWrite = factory.newShaderPipeline(VS_HLSL_INDTEX, FS_HLSL_INDTEX, ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(),
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m_indTexNoZWrite = factory.newShaderPipeline(VS_HLSL_INDTEX, FS_HLSL_INDTEX, ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(),
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ComPtr<ID3DBlob>(), m_vtxFormatIndTex,
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ComPtr<ID3DBlob>(), m_vtxFormatIndTex,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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true, false, false);
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false, false, false);
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m_indTexAdditive = factory.newShaderPipeline(VS_HLSL_INDTEX, FS_HLSL_INDTEX, ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(),
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m_indTexAdditive = factory.newShaderPipeline(VS_HLSL_INDTEX, FS_HLSL_INDTEX, ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(),
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ComPtr<ID3DBlob>(), m_vtxFormatIndTex,
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ComPtr<ID3DBlob>(), m_vtxFormatIndTex,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
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true, true, false);
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false, true, false);
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m_cindTexZWrite = factory.newShaderPipeline(VS_HLSL_INDTEX, FS_METAL_CINDTEX, ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(),
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m_cindTexZWrite = factory.newShaderPipeline(VS_HLSL_INDTEX, FS_HLSL_CINDTEX, ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(),
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ComPtr<ID3DBlob>(), m_vtxFormatIndTex,
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ComPtr<ID3DBlob>(), m_vtxFormatIndTex,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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true, true, false);
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false, true, false);
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m_cindTexNoZWrite = factory.newShaderPipeline(VS_HLSL_INDTEX, FS_METAL_CINDTEX, ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(),
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m_cindTexNoZWrite = factory.newShaderPipeline(VS_HLSL_INDTEX, FS_HLSL_CINDTEX, ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(),
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ComPtr<ID3DBlob>(), m_vtxFormatIndTex,
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ComPtr<ID3DBlob>(), m_vtxFormatIndTex,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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true, false, false);
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false, false, false);
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m_cindTexAdditive = factory.newShaderPipeline(VS_HLSL_INDTEX, FS_METAL_CINDTEX, ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(),
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m_cindTexAdditive = factory.newShaderPipeline(VS_HLSL_INDTEX, FS_HLSL_CINDTEX, ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(),
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ComPtr<ID3DBlob>(), m_vtxFormatIndTex,
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ComPtr<ID3DBlob>(), m_vtxFormatIndTex,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
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true, true, false);
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false, true, false);
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m_noTexZTestZWrite = factory.newShaderPipeline(VS_HLSL_NOTEX, FS_HLSL_NOTEX, ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(),
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m_noTexZTestZWrite = factory.newShaderPipeline(VS_HLSL_NOTEX, FS_HLSL_NOTEX, ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(),
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ComPtr<ID3DBlob>(), m_vtxFormatNoTex,
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ComPtr<ID3DBlob>(), m_vtxFormatNoTex,
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2
hecl
2
hecl
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@ -1 +1 @@
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Subproject commit 4a8feddfc53f17221baebe6924899d7bbd27e021
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Subproject commit 2f38f89c0f840b4166d62bcd77172365884ed3ab
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