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Metal CElementGen shaders
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@@ -83,7 +83,7 @@ static const char* VS_METAL_INDTEX =
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" float4 posIn[4];\n"
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" float4 colorIn;\n"
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" float4 uvsInTexrTind[4];\n"
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" float4 uvsInScene[4];\n"
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" float4 uvsInScene;\n"
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"};\n"
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"\n"
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"struct ParticleUniform\n"
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@@ -96,8 +96,8 @@ static const char* VS_METAL_INDTEX =
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"{\n"
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" float4 position [[ position ]];\n"
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" float4 color;\n"
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" float4 uvScene;\n"
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" float2 uvTexr;\n"
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" float2 uvScene;\n"
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" float2 uvTind;\n"
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"};\n"
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"\n"
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@@ -108,8 +108,8 @@ static const char* VS_METAL_INDTEX =
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" VertToFrag vtf;\n"
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" constant VertData& v = va[instId];\n"
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" vtf.color = v.colorIn * particle.moduColor;\n"
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" vtf.uvScene = v.uvsInScene * float4(1.0, -1.0, 1.0, -1.0);\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.position = particle.mvp * v.posIn[vertId];\n"
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" return vtf;\n"
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@@ -123,8 +123,8 @@ static const char* FS_METAL_INDTEX =
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"{\n"
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" float4 position [[ position ]];\n"
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" float4 color;\n"
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" float4 uvScene;\n"
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" float2 uvTexr;\n"
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" float2 uvScene;\n"
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" float2 uvTind;\n"
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"};\n"
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"\n"
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@@ -134,7 +134,7 @@ static const char* FS_METAL_INDTEX =
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" texture2d<float> tex2 [[ texture(2) ]])\n"
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"{\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, mix(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 colr = vtf.color * sceneTexel + texrTexel;\n"
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" return float4(colr.rgb, vtf.color.a * texrTexel.a);"
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@@ -148,8 +148,8 @@ static const char* FS_METAL_CINDTEX =
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"{\n"
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" float4 position [[ position ]];\n"
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" float4 color;\n"
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" float4 uvScene;\n"
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" float2 uvTexr;\n"
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" float2 uvScene;\n"
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" float2 uvTind;\n"
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"};\n"
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"\n"
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@@ -159,7 +159,7 @@ static const char* FS_METAL_CINDTEX =
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" texture2d<float> tex2 [[ texture(2) ]])\n"
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"{\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, mix(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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"}\n";
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@@ -274,12 +274,9 @@ CElementGenShaders::IDataBindingFactory* CElementGenShaders::Initialize(boo::Met
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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, 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, 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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{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 4}
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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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{
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@@ -329,28 +326,28 @@ CElementGenShaders::IDataBindingFactory* CElementGenShaders::Initialize(boo::Met
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m_indTexZWrite = factory.newShaderPipeline(VS_METAL_INDTEX, FS_METAL_INDTEX, m_vtxFormatIndTex,
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CGraphics::g_ViewportSamples,
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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_METAL_INDTEX, FS_METAL_INDTEX, m_vtxFormatIndTex,
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CGraphics::g_ViewportSamples,
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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_METAL_INDTEX, FS_METAL_INDTEX, m_vtxFormatIndTex,
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CGraphics::g_ViewportSamples,
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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_METAL_INDTEX, FS_METAL_CINDTEX, m_vtxFormatIndTex,
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CGraphics::g_ViewportSamples,
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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_METAL_INDTEX, FS_METAL_CINDTEX, m_vtxFormatIndTex,
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CGraphics::g_ViewportSamples,
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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_METAL_INDTEX, FS_METAL_CINDTEX, m_vtxFormatIndTex,
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CGraphics::g_ViewportSamples,
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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_METAL_NOTEX, FS_METAL_NOTEX, m_vtxFormatNoTex,
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CGraphics::g_ViewportSamples,
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