mirror of https://github.com/AxioDL/metaforce.git
D3D fixes
This commit is contained in:
parent
8b9f073635
commit
54f0724de5
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@ -82,7 +82,7 @@ if(MSVC)
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-D_SCL_SECURE_NO_DEPRECATE=1 -D_CRT_NONSTDC_NO_WARNINGS=1
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/IGNORE:4221 /wd4018 /wd4800 /wd4005 /wd4311 /wd4068
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/wd4267 /wd4244 /wd4200 /wd4305 /wd4067 /wd4146 /wd4309 /wd4805
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-D_ENABLE_EXTENDED_ALIGNED_STORAGE=1 ${VS_DEFINES})
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-D_ENABLE_EXTENDED_ALIGNED_STORAGE=1 -D_ITERATOR_DEBUG_LEVEL=0 ${VS_DEFINES})
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if(WINDOWS_STORE)
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /AI\"$ENV{PROGRAMFILES\(X86\)}/Microsoft Visual Studio/2017/Community/Common7/IDE/VC/vcpackages\" /AI\"$ENV{PROGRAMFILES\(X86\)}/Windows Kits/10/UnionMetadata\"")
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@ -190,11 +190,11 @@ public:
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};
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struct CFogState {
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ERglFogMode m_mode;
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zeus::CColor m_color;
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float m_A = 0.f;
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float m_B = 0.5f;
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float m_C = 0.f;
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ERglFogMode m_mode;
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};
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static CProjectionState g_Proj;
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@ -205,6 +205,7 @@ void CFluidPlaneShader::prepareDraw(const RenderSetupInfo& info) {
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for (int i = 0; i < 3; ++i)
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uni.m_lighting.colorRegs[i] = info.kColors[i];
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uni.m_lighting.mulColor = info.kColors[3];
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uni.m_lighting.fog = CGraphics::g_Fog;
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uni.m_pad2.x() = info.indScale;
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m_uniBuf->unmap();
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}
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@ -10,11 +10,11 @@ extern const hecl::Backend::Function ExtensionPostFuncsGLSL[];
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#define FOG_STRUCT_GLSL \
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"struct Fog\n" \
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"{\n" \
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" int mode;\n" \
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" vec4 color;\n" \
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" float A;\n" \
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" float B;\n" \
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" float C;\n" \
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" int mode;\n" \
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"};\n"
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#define FOG_ALGORITHM_GLSL \
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@ -9,39 +9,40 @@ extern const hecl::Backend::Function ExtensionPostFuncsHLSL[];
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#define FOG_STRUCT_HLSL \
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"struct Fog\n" \
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"{\n" \
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" int mode;\n" \
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" float4 color;\n" \
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" float rangeScale;\n" \
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" float start;\n" \
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" float A;\n" \
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" float B;\n" \
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" float C;\n" \
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" int mode;\n" \
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"};\n"
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#define FOG_ALGORITHM_HLSL \
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" float fogZ, temp;\n" \
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" float fogZ;\n" \
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" float fogF = saturate((fog.A / (fog.B - (1.0 - vtf.mvpPos.z))) - fog.C);\n" \
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" switch (fog.mode)\n" \
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" {\n" \
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" case 2:\n" \
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" fogZ = (-vtf.mvPos.z - fog.start) * fog.rangeScale;\n" \
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" fogZ = fogF;\n" \
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" break;\n" \
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" case 4:\n" \
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" fogZ = 1.0 - exp2(-8.0 * (-vtf.mvPos.z - fog.start) * fog.rangeScale);\n" \
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" fogZ = 1.0 - exp2(-8.0 * fogF);\n" \
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" break;\n" \
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" case 5:\n" \
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" temp = (-vtf.mvPos.z - fog.start) * fog.rangeScale;\n" \
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" fogZ = 1.0 - exp2(-8.0 * temp * temp);\n" \
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" fogZ = 1.0 - exp2(-8.0 * fogF * fogF);\n" \
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" break;\n" \
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" case 6:\n" \
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" fogZ = exp2(-8.0 * (fog.start + vtf.mvPos.z) * fog.rangeScale);\n" \
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" fogZ = exp2(-8.0 * (1.0 - fogF));\n" \
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" break;\n" \
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" case 7:\n" \
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" temp = (fog.start + vtf.mvPos.z) * fog.rangeScale;\n" \
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" fogZ = exp2(-8.0 * temp * temp);\n" \
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" fogF = 1.0 - fogF;\n" \
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" fogZ = exp2(-8.0 * fogF * fogF);\n" \
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" break;\n" \
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" default:\n" \
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" fogZ = 0.0;\n" \
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" break;\n" \
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" }\n" \
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"#ifdef BLEND_DST_ONE\n" \
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" return float4(lerp(colorIn, float4(0.0, 0.0, 0.0, 0.0), saturate(fogZ)).rgb, colorIn.a);\n" \
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" return float4(lerp(colorIn, float4(0.0,0.0,0.0,0.0), saturate(fogZ)).rgb, colorIn.a);\n" \
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"#else\n" \
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" return float4(lerp(colorIn, fog.color, saturate(fogZ)).rgb, colorIn.a);\n" \
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"#endif\n"
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@ -99,13 +100,7 @@ static std::string_view LightingShadowHLSL =
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" float4 linAtt;\n"
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" float4 angAtt;\n"
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"};\n"
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"struct Fog\n"
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"{\n"
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" int mode;\n"
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" float4 color;\n"
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" float rangeScale;\n"
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" float start;\n"
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"};\n"
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FOG_STRUCT_HLSL
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"\n"
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"cbuffer LightingUniform : register(b2)\n"
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"{\n"
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@ -9,10 +9,11 @@ extern const hecl::Backend::Function ExtensionPostFuncsMetal[];
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#define FOG_STRUCT_METAL \
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"struct Fog\n" \
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"{\n" \
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" int mode;\n" \
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" float4 color;\n" \
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" float rangeScale;\n" \
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" float start;\n" \
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" float A;\n" \
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" float B;\n" \
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" float C;\n" \
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" int mode;\n" \
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"};\n"
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#define FOG_ALGORITHM_METAL \
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@ -128,3 +128,4 @@ fragment float4 fmain(VertToFrag vtf [[ stage_in ]])
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#shader CColoredQuadFilterMul : CColoredQuadFilter
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#srcfac zero
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#dstfac srccolor
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#overwritealpha true
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@ -256,7 +256,9 @@ float4 main(in VertToFrag vtf) : SV_Target0
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{
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float4 texel = tex0.Sample(samp, vtf.uv);
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float4 tmp = texel * vtf.color;
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return float4(tmp * tmp.a, tmp.a * texel.r);
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float4 colorOut = tmp * tmp.a;
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colorOut.a = tmp.a * texel.r;
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return colorOut;
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}
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#fragment metal
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@ -273,7 +275,9 @@ fragment float4 fmain(VertToFrag vtf [[ stage_in ]],
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{
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float4 texel = tex0.sample(samp, vtf.uv);
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float4 tmp = texel * vtf.color;
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return float4(tmp * tmp.a, tmp.a * texel.r);
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float4 colorOut = tmp * tmp.a;
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colorOut.a = tmp.a * texel.r;
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return colorOut;
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}
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#shader CElementGenShaderTexRedToAlphaZTestAWrite : CElementGenShaderTexRedToAlphaZTest
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@ -404,8 +408,6 @@ VertToFrag main(in VertData v, in uint vertId : SV_VertexID)
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VertToFrag vtf;
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vtf.color = v.colorIn * moduColor;
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vtf.uvScene = v.uvsInScene;
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vtf.uvScene.y = 1.0 - vtf.uvScene.y;
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vtf.uvScene.w = 1.0 - vtf.uvScene.w;
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vtf.uvTexr = v.uvsInTexrTind[vertId].xy;
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vtf.uvTind = v.uvsInTexrTind[vertId].zw;
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vtf.position = mul(mvp, v.posIn[vertId]);
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@ -495,8 +497,9 @@ fragment float4 fmain(VertToFrag vtf [[ stage_in ]],
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float2 tindTexel = tex2.sample(samp, vtf.uvTind).ba;
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float4 sceneTexel = tex1.sample(samp, mix(vtf.uvScene.xy, vtf.uvScene.zw, tindTexel));
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float4 texrTexel = tex0.sample(samp, vtf.uvTexr);
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float4 colr = vtf.color * float4(sceneTexel.rgb, 1.0) + texrTexel;
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return float4(colr.rgb, vtf.color.a * texrTexel.a);
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float4 colorOut = vtf.color * float4(sceneTexel.rgb, 1.0) + texrTexel;
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colorOut.a = vtf.color.a * texrTexel.a;
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return colorOut;
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}
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#shader CElementGenShaderIndTexZWriteAWrite : CElementGenShaderIndTexZWrite
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@ -64,11 +64,11 @@ TBINDING1 uniform sampler2D texEnv;
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UBINDING1 uniform FogUniform
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{
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int mode;
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vec4 color;
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float A;
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float B;
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float C;
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int mode;
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};
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vec4 MainPostFunc(vec4 colorIn)
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@ -158,17 +158,17 @@ struct VertToFrag
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cbuffer FogUniform : register(b1)
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{
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int mode;
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float4 color;
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float A;
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float B;
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float C;
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int mode;
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};
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static float4 MainPostFunc(in VertToFrag vtf, float4 colorIn)
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{
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float fogZ;
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float fogF = saturate((A / (B - vtf.position.z)) - C);
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float fogF = saturate((A / (B - (1.0 - vtf.position.z))) - C);
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switch (mode)
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{
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case 2:
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@ -251,11 +251,11 @@ struct VertToFrag
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struct FogUniform
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{
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int mode;
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float4 color;
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float A;
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float B;
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float C;
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int mode;
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};
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float4 MainPostFunc(thread VertToFrag& vtf, constant FogUniform& fu, float4 colorIn)
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@ -32,11 +32,248 @@ void main()
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#fragment glsl
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struct Fog
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{
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int mode;
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vec4 color;
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float A;
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float B;
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float C;
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int mode;
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};
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UBINDING0 uniform LineUniform
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{
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vec4 moduColor;
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Fog fog;
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};
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struct VertToFrag
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{
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vec4 color;
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vec2 uv;
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};
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vec4 MainPostFunc(vec4 colorIn)
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{
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float fogZ;
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float fogF = clamp((fog.A / (fog.B - gl_FragCoord.z)) - fog.C, 0.0, 1.0);
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switch (fog.mode)
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{
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case 2:
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fogZ = fogF;
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break;
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case 4:
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fogZ = 1.0 - exp2(-8.0 * fogF);
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break;
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case 5:
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fogZ = 1.0 - exp2(-8.0 * fogF * fogF);
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break;
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case 6:
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fogZ = exp2(-8.0 * (1.0 - fogF));
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break;
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case 7:
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fogF = 1.0 - fogF;
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fogZ = exp2(-8.0 * fogF * fogF);
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break;
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default:
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fogZ = 0.0;
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break;
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}
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return vec4(mix(colorIn, fog.color, clamp(fogZ, 0.0, 1.0)).rgb, colorIn.a);
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}
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SBINDING(0) in VertToFrag vtf;
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layout(location=0) out vec4 colorOut;
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TBINDING0 uniform sampler2D tex;
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void main()
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{
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colorOut = MainPostFunc(vtf.color * moduColor * texture(tex, vtf.uv));
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}
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#vertex hlsl
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struct VertData
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{
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float4 posIn : POSITION;
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float4 colorIn : COLOR;
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float4 uvIn : UV;
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};
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struct VertToFrag
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{
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float4 position : SV_Position;
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float4 color : COLOR;
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float2 uv : UV;
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};
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VertToFrag main(in VertData v)
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{
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VertToFrag vtf;
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vtf.color = v.colorIn;
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vtf.uv = v.uvIn.xy;
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vtf.position = v.posIn;
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return vtf;
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}
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#fragment hlsl
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struct Fog
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{
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float4 color;
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float A;
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float B;
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float C;
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int mode;
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};
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cbuffer LineUniform : register(b0)
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{
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float4 moduColor;
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Fog fog;
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};
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SamplerState samp : register(s3);
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Texture2D tex0 : register(t0);
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struct VertToFrag
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{
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float4 position : SV_Position;
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float4 color : COLOR;
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float2 uv : UV;
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};
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static float4 MainPostFunc(in VertToFrag vtf, float4 colorIn)
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{
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float fogZ;
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float fogF = saturate((fog.A / (fog.B - (1.0 - vtf.position.z))) - fog.C);
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switch (fog.mode)
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{
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case 2:
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fogZ = fogF;
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break;
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case 4:
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fogZ = 1.0 - exp2(-8.0 * fogF);
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break;
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case 5:
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fogZ = 1.0 - exp2(-8.0 * fogF * fogF);
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break;
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case 6:
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fogZ = exp2(-8.0 * (1.0 - fogF));
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break;
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case 7:
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fogF = 1.0 - fogF;
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fogZ = exp2(-8.0 * fogF * fogF);
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break;
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default:
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fogZ = 0.0;
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break;
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}
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return float4(lerp(colorIn, fog.color, saturate(fogZ)).rgb, colorIn.a);
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}
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float4 main(in VertToFrag vtf) : SV_Target0
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{
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return MainPostFunc(vtf, vtf.color * moduColor * tex0.Sample(samp, vtf.uv));
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}
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#vertex metal
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struct VertData
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{
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float4 posIn;
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float4 colorIn;
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float4 uvIn;
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};
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struct VertToFrag
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{
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float4 position [[ position ]];
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float4 color;
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float2 uv;
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};
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vertex VertToFrag vmain(constant VertData* va [[ buffer(0) ]],
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uint vertId [[ vertex_id ]])
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{
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VertToFrag vtf;
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constant VertData& v = va[vertId];
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vtf.color = v.colorIn;
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vtf.uv = v.uvIn.xy;
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vtf.position = v.posIn;
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return vtf;
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}
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#fragment metal
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struct Fog
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{
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float4 color;
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float A;
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float B;
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float C;
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int mode;
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};
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struct LineUniform
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{
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float4 moduColor;
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Fog fog;
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};
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struct VertToFrag
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{
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float4 position [[ position ]];
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float4 color;
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float2 uv;
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};
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static float4 MainPostFunc(thread VertToFrag& vtf, constant LineUniform& line, float4 colorIn)
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{
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float fogZ;
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float fogF = saturate((line.fog.A / (line.fog.B - vtf.position.z)) - line.fog.C);
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switch (line.fog.mode)
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{
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case 2:
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fogZ = fogF;
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break;
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case 4:
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fogZ = 1.0 - exp2(-8.0 * fogF);
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break;
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case 5:
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fogZ = 1.0 - exp2(-8.0 * fogF * fogF);
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break;
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case 6:
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fogZ = exp2(-8.0 * (1.0 - fogF));
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break;
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case 7:
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fogF = 1.0 - fogF;
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fogZ = exp2(-8.0 * fogF * fogF);
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break;
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default:
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fogZ = 0.0;
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break;
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}
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return float4(mix(colorIn, line.fog.color, saturate(fogZ)).rgb, colorIn.a);
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}
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fragment float4 fmain(VertToFrag vtf [[ stage_in ]],
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sampler samp [[ sampler(3) ]],
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texture2d<float> tex0 [[ texture(0) ]],
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constant LineUniform& line [[ buffer(2) ]])
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{
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return MainPostFunc(vtf, line, vtf.color * line.moduColor * tex0.sample(samp, vtf.uv));
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}
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#shader CLineRendererShaderTexAlphaAWrite : CLineRendererShaderTexAlpha
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#alphawrite true
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#shader CLineRendererShaderTexAdditive : CLineRendererShaderTexAlpha
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#srcfac srcalpha
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#dstfac one
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#depthtest none
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#alphawrite false
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||||
#fragment glsl
|
||||
struct Fog
|
||||
{
|
||||
vec4 color;
|
||||
float A;
|
||||
float B;
|
||||
float C;
|
||||
int mode;
|
||||
};
|
||||
|
||||
UBINDING0 uniform LineUniform
|
||||
|
@ -88,36 +325,22 @@ void main()
|
|||
colorOut = MainPostFunc(vtf.color * moduColor * texture(tex, vtf.uv));
|
||||
}
|
||||
|
||||
#vertex hlsl
|
||||
struct VertData
|
||||
#fragment hlsl
|
||||
struct Fog
|
||||
{
|
||||
float4 posIn : POSITION;
|
||||
float4 colorIn : COLOR;
|
||||
float4 uvIn : UV;
|
||||
float4 color;
|
||||
float A;
|
||||
float B;
|
||||
float C;
|
||||
int mode;
|
||||
};
|
||||
|
||||
cbuffer LineUniform : register(b0)
|
||||
{
|
||||
float4 moduColor;
|
||||
Fog fog;
|
||||
};
|
||||
|
||||
struct VertToFrag
|
||||
{
|
||||
float4 position : SV_Position;
|
||||
float4 color : COLOR;
|
||||
float2 uv : UV;
|
||||
};
|
||||
|
||||
VertToFrag main(in VertData v)
|
||||
{
|
||||
VertToFrag vtf;
|
||||
vtf.color = v.colorIn * moduColor;
|
||||
vtf.uv = v.uvIn.xy;
|
||||
vtf.position = v.posIn;
|
||||
return vtf;
|
||||
}
|
||||
|
||||
#fragment hlsl
|
||||
SamplerState samp : register(s3);
|
||||
Texture2D tex0 : register(t0);
|
||||
struct VertToFrag
|
||||
|
@ -127,22 +350,54 @@ struct VertToFrag
|
|||
float2 uv : UV;
|
||||
};
|
||||
|
||||
float4 main(in VertToFrag vtf) : SV_Target0
|
||||
static float4 MainPostFunc(in VertToFrag vtf, float4 colorIn)
|
||||
{
|
||||
return vtf.color * tex0.Sample(samp, vtf.uv);
|
||||
float fogZ;
|
||||
float fogF = saturate((fog.A / (fog.B - (1.0 - vtf.position.z))) - fog.C);
|
||||
switch (fog.mode)
|
||||
{
|
||||
case 2:
|
||||
fogZ = fogF;
|
||||
break;
|
||||
case 4:
|
||||
fogZ = 1.0 - exp2(-8.0 * fogF);
|
||||
break;
|
||||
case 5:
|
||||
fogZ = 1.0 - exp2(-8.0 * fogF * fogF);
|
||||
break;
|
||||
case 6:
|
||||
fogZ = exp2(-8.0 * (1.0 - fogF));
|
||||
break;
|
||||
case 7:
|
||||
fogF = 1.0 - fogF;
|
||||
fogZ = exp2(-8.0 * fogF * fogF);
|
||||
break;
|
||||
default:
|
||||
fogZ = 0.0;
|
||||
break;
|
||||
}
|
||||
return float4(lerp(colorIn, float4(0.0,0.0,0.0,0.0), saturate(fogZ)).rgb, colorIn.a);
|
||||
}
|
||||
|
||||
#vertex metal
|
||||
struct VertData
|
||||
float4 main(in VertToFrag vtf) : SV_Target0
|
||||
{
|
||||
float4 posIn;
|
||||
float4 colorIn;
|
||||
float4 uvIn;
|
||||
return MainPostFunc(vtf, vtf.color * moduColor * tex0.Sample(samp, vtf.uv));
|
||||
}
|
||||
|
||||
#fragment metal
|
||||
struct Fog
|
||||
{
|
||||
float4 color;
|
||||
float A;
|
||||
float B;
|
||||
float C;
|
||||
int mode;
|
||||
};
|
||||
|
||||
struct LineUniform
|
||||
{
|
||||
float4 moduColor;
|
||||
Fog fog;
|
||||
};
|
||||
|
||||
struct VertToFrag
|
||||
|
@ -152,42 +407,43 @@ struct VertToFrag
|
|||
float2 uv;
|
||||
};
|
||||
|
||||
vertex VertToFrag vmain(constant VertData* va [[ buffer(0) ]],
|
||||
uint vertId [[ vertex_id ]],
|
||||
constant LineUniform& line [[ buffer(2) ]])
|
||||
static float4 MainPostFunc(thread VertToFrag& vtf, constant LineUniform& line, float4 colorIn)
|
||||
{
|
||||
VertToFrag vtf;
|
||||
constant VertData& v = va[vertId];
|
||||
vtf.color = v.colorIn * line.moduColor;
|
||||
vtf.uv = v.uvIn.xy;
|
||||
vtf.position = v.posIn;
|
||||
return vtf;
|
||||
float fogZ;
|
||||
float fogF = saturate((line.fog.A / (line.fog.B - vtf.position.z)) - line.fog.C);
|
||||
switch (line.fog.mode)
|
||||
{
|
||||
case 2:
|
||||
fogZ = fogF;
|
||||
break;
|
||||
case 4:
|
||||
fogZ = 1.0 - exp2(-8.0 * fogF);
|
||||
break;
|
||||
case 5:
|
||||
fogZ = 1.0 - exp2(-8.0 * fogF * fogF);
|
||||
break;
|
||||
case 6:
|
||||
fogZ = exp2(-8.0 * (1.0 - fogF));
|
||||
break;
|
||||
case 7:
|
||||
fogF = 1.0 - fogF;
|
||||
fogZ = exp2(-8.0 * fogF * fogF);
|
||||
break;
|
||||
default:
|
||||
fogZ = 0.0;
|
||||
break;
|
||||
}
|
||||
return float4(mix(colorIn, float4(0.0), saturate(fogZ)).rgb, colorIn.a);
|
||||
}
|
||||
|
||||
#fragment metal
|
||||
struct VertToFrag
|
||||
{
|
||||
float4 position [[ position ]];
|
||||
float4 color;
|
||||
float2 uv;
|
||||
};
|
||||
|
||||
fragment float4 fmain(VertToFrag vtf [[ stage_in ]],
|
||||
sampler samp [[ sampler(3) ]],
|
||||
texture2d<float> tex0 [[ texture(0) ]])
|
||||
texture2d<float> tex0 [[ texture(0) ]],
|
||||
constant LineUniform& line [[ buffer(2) ]])
|
||||
{
|
||||
return vtf.color * tex0.sample(samp, vtf.uv);
|
||||
return MainPostFunc(vtf, line, vtf.color * line.moduColor * tex0.sample(samp, vtf.uv));
|
||||
}
|
||||
|
||||
#shader CLineRendererShaderTexAlphaAWrite : CLineRendererShaderTexAlpha
|
||||
#alphawrite true
|
||||
|
||||
#shader CLineRendererShaderTexAdditive : CLineRendererShaderTexAlpha
|
||||
#srcfac srcalpha
|
||||
#dstfac one
|
||||
#depthtest none
|
||||
#alphawrite false
|
||||
|
||||
#shader CLineRendererShaderTexAdditiveAWrite : CLineRendererShaderTexAdditive
|
||||
#alphawrite true
|
||||
|
||||
|
@ -200,7 +456,7 @@ fragment float4 fmain(VertToFrag vtf [[ stage_in ]],
|
|||
#shader CLineRendererShaderTexAlphaZAWrite : CLineRendererShaderTexAlphaZ
|
||||
#alphawrite true
|
||||
|
||||
#shader CLineRendererShaderTexAdditiveZ : CLineRendererShaderTexAlpha
|
||||
#shader CLineRendererShaderTexAdditiveZ : CLineRendererShaderTexAdditive
|
||||
#srcfac srcalpha
|
||||
#dstfac one
|
||||
#depthtest lequal
|
||||
|
@ -239,11 +495,234 @@ void main()
|
|||
#fragment glsl
|
||||
struct Fog
|
||||
{
|
||||
int mode;
|
||||
vec4 color;
|
||||
float A;
|
||||
float B;
|
||||
float C;
|
||||
int mode;
|
||||
};
|
||||
|
||||
UBINDING0 uniform LineUniform
|
||||
{
|
||||
vec4 moduColor;
|
||||
Fog fog;
|
||||
};
|
||||
|
||||
struct VertToFrag
|
||||
{
|
||||
vec4 color;
|
||||
};
|
||||
|
||||
vec4 MainPostFunc(vec4 colorIn)
|
||||
{
|
||||
float fogZ;
|
||||
float fogF = clamp((fog.A / (fog.B - gl_FragCoord.z)) - fog.C, 0.0, 1.0);
|
||||
switch (fog.mode)
|
||||
{
|
||||
case 2:
|
||||
fogZ = fogF;
|
||||
break;
|
||||
case 4:
|
||||
fogZ = 1.0 - exp2(-8.0 * fogF);
|
||||
break;
|
||||
case 5:
|
||||
fogZ = 1.0 - exp2(-8.0 * fogF * fogF);
|
||||
break;
|
||||
case 6:
|
||||
fogZ = exp2(-8.0 * (1.0 - fogF));
|
||||
break;
|
||||
case 7:
|
||||
fogF = 1.0 - fogF;
|
||||
fogZ = exp2(-8.0 * fogF * fogF);
|
||||
break;
|
||||
default:
|
||||
fogZ = 0.0;
|
||||
break;
|
||||
}
|
||||
return vec4(mix(colorIn, fog.color, clamp(fogZ, 0.0, 1.0)).rgb, colorIn.a);
|
||||
}
|
||||
|
||||
SBINDING(0) in VertToFrag vtf;
|
||||
layout(location=0) out vec4 colorOut;
|
||||
void main()
|
||||
{
|
||||
colorOut = MainPostFunc(vtf.color * moduColor);
|
||||
}
|
||||
|
||||
#vertex hlsl
|
||||
struct VertData
|
||||
{
|
||||
float4 posIn : POSITION;
|
||||
float4 colorIn : COLOR;
|
||||
};
|
||||
|
||||
struct VertToFrag
|
||||
{
|
||||
float4 position : SV_Position;
|
||||
float4 color : COLOR;
|
||||
};
|
||||
|
||||
VertToFrag main(in VertData v)
|
||||
{
|
||||
VertToFrag vtf;
|
||||
vtf.color = v.colorIn;
|
||||
vtf.position = v.posIn;
|
||||
return vtf;
|
||||
}
|
||||
|
||||
#fragment hlsl
|
||||
struct Fog
|
||||
{
|
||||
float4 color;
|
||||
float A;
|
||||
float B;
|
||||
float C;
|
||||
int mode;
|
||||
};
|
||||
|
||||
cbuffer LineUniform : register(b0)
|
||||
{
|
||||
float4 moduColor;
|
||||
Fog fog;
|
||||
};
|
||||
|
||||
struct VertToFrag
|
||||
{
|
||||
float4 position : SV_Position;
|
||||
float4 color : COLOR;
|
||||
};
|
||||
|
||||
static float4 MainPostFunc(float4 colorIn, float4 FragCoord)
|
||||
{
|
||||
float fogZ;
|
||||
float fogF = saturate((fog.A / (fog.B - (1.0 - FragCoord.z))) - fog.C);
|
||||
switch (fog.mode)
|
||||
{
|
||||
case 2:
|
||||
fogZ = fogF;
|
||||
break;
|
||||
case 4:
|
||||
fogZ = 1.0 - exp2(-8.0 * fogF);
|
||||
break;
|
||||
case 5:
|
||||
fogZ = 1.0 - exp2(-8.0 * fogF * fogF);
|
||||
break;
|
||||
case 6:
|
||||
fogZ = exp2(-8.0 * (1.0 - fogF));
|
||||
break;
|
||||
case 7:
|
||||
fogF = 1.0 - fogF;
|
||||
fogZ = exp2(-8.0 * fogF * fogF);
|
||||
break;
|
||||
default:
|
||||
fogZ = 0.0;
|
||||
break;
|
||||
}
|
||||
return float4(lerp(colorIn, fog.color, saturate(fogZ)).rgb, colorIn.a);
|
||||
}
|
||||
|
||||
float4 main(in VertToFrag vtf) : SV_Target0
|
||||
{
|
||||
return MainPostFunc(vtf.color * moduColor, vtf.position);
|
||||
}
|
||||
|
||||
#vertex metal
|
||||
struct VertData
|
||||
{
|
||||
float4 posIn;
|
||||
float4 colorIn;
|
||||
};
|
||||
|
||||
struct VertToFrag
|
||||
{
|
||||
float4 position [[ position ]];
|
||||
float4 color;
|
||||
};
|
||||
|
||||
vertex VertToFrag vmain(constant VertData* va [[ buffer(0) ]],
|
||||
uint vertId [[ vertex_id ]])
|
||||
{
|
||||
VertToFrag vtf;
|
||||
constant VertData& v = va[vertId];
|
||||
vtf.color = v.colorIn;
|
||||
vtf.position = v.posIn;
|
||||
return vtf;
|
||||
}
|
||||
|
||||
#fragment metal
|
||||
struct Fog
|
||||
{
|
||||
float4 color;
|
||||
float A;
|
||||
float B;
|
||||
float C;
|
||||
int mode;
|
||||
};
|
||||
|
||||
struct LineUniform
|
||||
{
|
||||
float4 moduColor;
|
||||
Fog fog;
|
||||
};
|
||||
|
||||
struct VertToFrag
|
||||
{
|
||||
float4 position [[ position ]];
|
||||
float4 color;
|
||||
};
|
||||
|
||||
static float4 MainPostFunc(float4 colorIn, constant LineUniform& line, float FragCoord)
|
||||
{
|
||||
float fogZ;
|
||||
float fogF = saturate((line.fog.A / (line.fog.B - FragCoord.z)) - line.fog.C);
|
||||
switch (line.fog.mode)
|
||||
{
|
||||
case 2:
|
||||
fogZ = fogF;
|
||||
break;
|
||||
case 4:
|
||||
fogZ = 1.0 - exp2(-8.0 * fogF);
|
||||
break;
|
||||
case 5:
|
||||
fogZ = 1.0 - exp2(-8.0 * fogF * fogF);
|
||||
break;
|
||||
case 6:
|
||||
fogZ = exp2(-8.0 * (1.0 - fogF));
|
||||
break;
|
||||
case 7:
|
||||
fogF = 1.0 - fogF;
|
||||
fogZ = exp2(-8.0 * fogF * fogF);
|
||||
break;
|
||||
default:
|
||||
fogZ = 0.0;
|
||||
break;
|
||||
}
|
||||
return float4(mix(colorIn, line.fog.color, saturate(fogZ)).rgb, colorIn.a);
|
||||
}
|
||||
|
||||
fragment float4 fmain(VertToFrag vtf [[ stage_in ]],
|
||||
constant LineUniform& line [[ buffer(2) ]])
|
||||
{
|
||||
return MainPostFunc(vtf.color * line.moduColor, line, vtf.position);
|
||||
}
|
||||
|
||||
#shader CLineRendererShaderNoTexAlphaAWrite : CLineRendererShaderNoTexAlpha
|
||||
#alphawrite true
|
||||
|
||||
#shader CLineRendererShaderNoTexAdditive : CLineRendererShaderNoTexAlpha
|
||||
#srcfac srcalpha
|
||||
#dstfac one
|
||||
#depthtest none
|
||||
#alphawrite false
|
||||
|
||||
#fragment glsl
|
||||
struct Fog
|
||||
{
|
||||
vec4 color;
|
||||
float A;
|
||||
float B;
|
||||
float C;
|
||||
int mode;
|
||||
};
|
||||
|
||||
UBINDING0 uniform LineUniform
|
||||
|
@ -293,35 +772,14 @@ void main()
|
|||
colorOut = MainPostFunc(vtf.color * moduColor);
|
||||
}
|
||||
|
||||
#vertex hlsl
|
||||
struct VertData
|
||||
{
|
||||
float4 posIn : POSITION;
|
||||
float4 colorIn : COLOR;
|
||||
};
|
||||
|
||||
struct VertToFrag
|
||||
{
|
||||
float4 position : SV_Position;
|
||||
float4 color : COLOR;
|
||||
};
|
||||
|
||||
VertToFrag main(in VertData v)
|
||||
{
|
||||
VertToFrag vtf;
|
||||
vtf.color = v.colorIn;
|
||||
vtf.position = v.posIn;
|
||||
return vtf;
|
||||
}
|
||||
|
||||
#fragment hlsl
|
||||
struct Fog
|
||||
{
|
||||
int mode;
|
||||
float4 color;
|
||||
float A;
|
||||
float B;
|
||||
float C;
|
||||
int mode;
|
||||
};
|
||||
|
||||
cbuffer LineUniform : register(b0)
|
||||
|
@ -339,7 +797,7 @@ struct VertToFrag
|
|||
static float4 MainPostFunc(float4 colorIn, float4 FragCoord)
|
||||
{
|
||||
float fogZ;
|
||||
float fogF = saturate((fog.A / (fog.B - FragCoord.z)) - fog.C);
|
||||
float fogF = saturate((fog.A / (fog.B - (1.0 - FragCoord.z))) - fog.C);
|
||||
switch (fog.mode)
|
||||
{
|
||||
case 2:
|
||||
|
@ -370,37 +828,14 @@ float4 main(in VertToFrag vtf) : SV_Target0
|
|||
return MainPostFunc(vtf.color * moduColor, vtf.position);
|
||||
}
|
||||
|
||||
#vertex metal
|
||||
struct VertData
|
||||
{
|
||||
float4 posIn;
|
||||
float4 colorIn;
|
||||
};
|
||||
|
||||
struct VertToFrag
|
||||
{
|
||||
float4 position [[ position ]];
|
||||
float4 color;
|
||||
};
|
||||
|
||||
vertex VertToFrag vmain(constant VertData* va [[ buffer(0) ]],
|
||||
uint vertId [[ vertex_id ]])
|
||||
{
|
||||
VertToFrag vtf;
|
||||
constant VertData& v = va[vertId];
|
||||
vtf.color = v.colorIn;
|
||||
vtf.position = v.posIn;
|
||||
return vtf;
|
||||
}
|
||||
|
||||
#fragment metal
|
||||
struct Fog
|
||||
{
|
||||
int mode;
|
||||
float4 color;
|
||||
float A;
|
||||
float B;
|
||||
float C;
|
||||
int mode;
|
||||
};
|
||||
|
||||
struct LineUniform
|
||||
|
@ -450,15 +885,6 @@ fragment float4 fmain(VertToFrag vtf [[ stage_in ]],
|
|||
return MainPostFunc(vtf.color * line.moduColor, line, vtf.position);
|
||||
}
|
||||
|
||||
#shader CLineRendererShaderNoTexAlphaAWrite : CLineRendererShaderNoTexAlpha
|
||||
#alphawrite true
|
||||
|
||||
#shader CLineRendererShaderNoTexAdditive : CLineRendererShaderNoTexAlpha
|
||||
#srcfac srcalpha
|
||||
#dstfac one
|
||||
#depthtest none
|
||||
#alphawrite false
|
||||
|
||||
#shader CLineRendererShaderNoTexAdditiveAWrite : CLineRendererShaderNoTexAdditive
|
||||
#alphawrite true
|
||||
|
||||
|
@ -471,7 +897,7 @@ fragment float4 fmain(VertToFrag vtf [[ stage_in ]],
|
|||
#shader CLineRendererShaderNoTexAlphaZAWrite : CLineRendererShaderNoTexAlphaZ
|
||||
#alphawrite true
|
||||
|
||||
#shader CLineRendererShaderNoTexAdditiveZ : CLineRendererShaderNoTexAlpha
|
||||
#shader CLineRendererShaderNoTexAdditiveZ : CLineRendererShaderNoTexAdditive
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#srcfac srcalpha
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#dstfac one
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#depthtest lequal
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|
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@ -200,10 +200,12 @@ fragment float4 fmain(VertToFrag vtf [[ stage_in ]],
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#shader CRandomStaticFilterMult : CRandomStaticFilterAlpha
|
||||
#srcfac zero
|
||||
#dstfac srccolor
|
||||
#overwritealpha true
|
||||
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||||
#shader CRandomStaticFilterCookieCutter : CRandomStaticFilterAlpha
|
||||
#srcfac zero
|
||||
#dstfac srccolor
|
||||
#overwritealpha true
|
||||
#depthwrite true
|
||||
#colorwrite false
|
||||
#depthtest lequal
|
||||
|
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@ -121,3 +121,4 @@ fragment float4 fmain(VertToFrag vtf [[ stage_in ]])
|
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#shader CScanLinesFilterMult : CScanLinesFilterAlpha
|
||||
#srcfac zero
|
||||
#dstfac srccolor
|
||||
#overwritealpha true
|
||||
|
|
|
@ -180,6 +180,7 @@ fragment float4 fmain(VertToFrag vtf [[ stage_in ]],
|
|||
#srcfac zero
|
||||
#dstfac srccolor
|
||||
#depthtest none
|
||||
#overwritealpha true
|
||||
|
||||
#shader CTexturedQuadFilterMultGEqual : CTexturedQuadFilterMult
|
||||
#depthtest gequal
|
||||
|
@ -191,6 +192,7 @@ fragment float4 fmain(VertToFrag vtf [[ stage_in ]],
|
|||
#srcfac zero
|
||||
#dstfac invsrccolor
|
||||
#depthtest none
|
||||
#overwritealpha true
|
||||
|
||||
#shader CTexturedQuadFilterInvDstMultGEqual : CTexturedQuadFilterInvDstMult
|
||||
#depthtest gequal
|
||||
|
@ -204,6 +206,7 @@ fragment float4 fmain(VertToFrag vtf [[ stage_in ]],
|
|||
#srcfac srcalpha
|
||||
#dstfac invsrcalpha
|
||||
#depthtest none
|
||||
#overwritealpha false
|
||||
|
||||
#fragment glsl
|
||||
struct VertToFrag
|
||||
|
@ -265,10 +268,12 @@ fragment float4 fmain(VertToFrag vtf [[ stage_in ]],
|
|||
#shader CTexturedQuadFilterAlphaTexMult : CTexturedQuadFilterAlphaTexAlpha
|
||||
#srcfac zero
|
||||
#dstfac srccolor
|
||||
#overwritealpha true
|
||||
|
||||
#shader CTexturedQuadFilterAlphaTexInvDstMult : CTexturedQuadFilterAlphaTexAlpha
|
||||
#srcfac zero
|
||||
#dstfac invsrccolor
|
||||
#overwritealpha true
|
||||
|
||||
#shader CTexturedQuadFilterAlphaGEqualZWrite : CTexturedQuadFilterAlpha
|
||||
#depthtest gequal
|
||||
|
|
|
@ -159,7 +159,9 @@ float4 main(in VertToFrag vtf) : SV_Target0
|
|||
{
|
||||
float4 noiseTexel = noiseTex.Load(Lookup8BPP(vtf.noiseUv, vtf.randOff));
|
||||
float2 indCoord = mul(vtf.indMtx, float3(noiseTexel.r - 0.5, noiseTexel.a - 0.5, 1.0)).xy;
|
||||
float indScene = dot(sceneTex.Sample(samp, vtf.sceneUv + indCoord), kRGBToYPrime) + 16.0 / 255.0;
|
||||
float2 sceneUv = vtf.sceneUv + indCoord;
|
||||
sceneUv.y = 1.0 - sceneUv.y;
|
||||
float indScene = dot(sceneTex.Sample(samp, sceneUv), kRGBToYPrime) + 16.0 / 255.0;
|
||||
float4 colorOut = vtf.colorReg0 * indScene + vtf.colorReg2 - vtf.colorReg1 * noiseTexel.r;
|
||||
colorOut.a = vtf.colorReg1.a + vtf.colorReg1.a * noiseTexel.r + vtf.colorReg2.a;
|
||||
return colorOut;
|
||||
|
|
|
@ -3,11 +3,11 @@
|
|||
#define FOG_STRUCT_GLSL \
|
||||
"struct Fog\n" \
|
||||
"{\n" \
|
||||
" int mode;\n" \
|
||||
" vec4 color;\n" \
|
||||
" float A;\n" \
|
||||
" float B;\n" \
|
||||
" float C;\n" \
|
||||
" int mode;\n" \
|
||||
" float indScale;\n" \
|
||||
"};\n"
|
||||
|
||||
|
|
|
@ -3,11 +3,11 @@
|
|||
#define FOG_STRUCT_HLSL \
|
||||
"struct Fog\n" \
|
||||
"{\n" \
|
||||
" int mode;\n" \
|
||||
" float4 color;\n" \
|
||||
" float A;\n" \
|
||||
" float B;\n" \
|
||||
" float C;\n" \
|
||||
" int mode;\n" \
|
||||
" float indScale;\n" \
|
||||
"};\n"
|
||||
|
||||
|
@ -15,7 +15,7 @@
|
|||
"static float4 MainPostFunc(in VertToFrag vtf, float4 colorIn)\n" \
|
||||
"{\n" \
|
||||
" float fogZ;\n" \
|
||||
" float fogF = saturate((fog.A / (fog.B - vtf.pos.z)) - fog.C);\n" \
|
||||
" float fogF = saturate((fog.A / (fog.B - (1.0 - vtf.pos.z))) - fog.C);\n" \
|
||||
" switch (fog.mode)\n" \
|
||||
" {\n" \
|
||||
" case 2:\n" \
|
||||
|
|
|
@ -3,11 +3,11 @@
|
|||
#define FOG_STRUCT_METAL \
|
||||
"struct Fog\n" \
|
||||
"{\n" \
|
||||
" int mode;\n" \
|
||||
" float4 color;\n" \
|
||||
" float A;\n" \
|
||||
" float B;\n" \
|
||||
" float C;\n" \
|
||||
" int mode;\n" \
|
||||
" float indScale;\n" \
|
||||
"};\n"
|
||||
|
||||
|
|
2
hecl
2
hecl
|
@ -1 +1 @@
|
|||
Subproject commit bfd649cd9f2b9d4382d83d5b0971f97e0ac98d84
|
||||
Subproject commit ad075d532e478c0f90b86200828ef7585050c817
|
2
specter
2
specter
|
@ -1 +1 @@
|
|||
Subproject commit 935f781e03a7f23b17d202ce8740a4b32a06140a
|
||||
Subproject commit c56b69627ca3daee510ca1c52aa7198634519d0a
|
Loading…
Reference in New Issue