D3D fixes

This commit is contained in:
Jack Andersen 2019-03-03 13:04:18 -10:00
parent 8b9f073635
commit 54f0724de5
19 changed files with 596 additions and 159 deletions

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@ -82,7 +82,7 @@ if(MSVC)
-D_SCL_SECURE_NO_DEPRECATE=1 -D_CRT_NONSTDC_NO_WARNINGS=1 -D_SCL_SECURE_NO_DEPRECATE=1 -D_CRT_NONSTDC_NO_WARNINGS=1
/IGNORE:4221 /wd4018 /wd4800 /wd4005 /wd4311 /wd4068 /IGNORE:4221 /wd4018 /wd4800 /wd4005 /wd4311 /wd4068
/wd4267 /wd4244 /wd4200 /wd4305 /wd4067 /wd4146 /wd4309 /wd4805 /wd4267 /wd4244 /wd4200 /wd4305 /wd4067 /wd4146 /wd4309 /wd4805
-D_ENABLE_EXTENDED_ALIGNED_STORAGE=1 ${VS_DEFINES}) -D_ENABLE_EXTENDED_ALIGNED_STORAGE=1 -D_ITERATOR_DEBUG_LEVEL=0 ${VS_DEFINES})
if(WINDOWS_STORE) if(WINDOWS_STORE)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /AI\"$ENV{PROGRAMFILES\(X86\)}/Microsoft Visual Studio/2017/Community/Common7/IDE/VC/vcpackages\" /AI\"$ENV{PROGRAMFILES\(X86\)}/Windows Kits/10/UnionMetadata\"") 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:
}; };
struct CFogState { struct CFogState {
ERglFogMode m_mode;
zeus::CColor m_color; zeus::CColor m_color;
float m_A = 0.f; float m_A = 0.f;
float m_B = 0.5f; float m_B = 0.5f;
float m_C = 0.f; float m_C = 0.f;
ERglFogMode m_mode;
}; };
static CProjectionState g_Proj; static CProjectionState g_Proj;

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@ -205,6 +205,7 @@ void CFluidPlaneShader::prepareDraw(const RenderSetupInfo& info) {
for (int i = 0; i < 3; ++i) for (int i = 0; i < 3; ++i)
uni.m_lighting.colorRegs[i] = info.kColors[i]; uni.m_lighting.colorRegs[i] = info.kColors[i];
uni.m_lighting.mulColor = info.kColors[3]; uni.m_lighting.mulColor = info.kColors[3];
uni.m_lighting.fog = CGraphics::g_Fog;
uni.m_pad2.x() = info.indScale; uni.m_pad2.x() = info.indScale;
m_uniBuf->unmap(); m_uniBuf->unmap();
} }

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@ -10,11 +10,11 @@ extern const hecl::Backend::Function ExtensionPostFuncsGLSL[];
#define FOG_STRUCT_GLSL \ #define FOG_STRUCT_GLSL \
"struct Fog\n" \ "struct Fog\n" \
"{\n" \ "{\n" \
" int mode;\n" \
" vec4 color;\n" \ " vec4 color;\n" \
" float A;\n" \ " float A;\n" \
" float B;\n" \ " float B;\n" \
" float C;\n" \ " float C;\n" \
" int mode;\n" \
"};\n" "};\n"
#define FOG_ALGORITHM_GLSL \ #define FOG_ALGORITHM_GLSL \

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@ -9,39 +9,40 @@ extern const hecl::Backend::Function ExtensionPostFuncsHLSL[];
#define FOG_STRUCT_HLSL \ #define FOG_STRUCT_HLSL \
"struct Fog\n" \ "struct Fog\n" \
"{\n" \ "{\n" \
" int mode;\n" \
" float4 color;\n" \ " float4 color;\n" \
" float rangeScale;\n" \ " float A;\n" \
" float start;\n" \ " float B;\n" \
" float C;\n" \
" int mode;\n" \
"};\n" "};\n"
#define FOG_ALGORITHM_HLSL \ #define FOG_ALGORITHM_HLSL \
" float fogZ, temp;\n" \ " float fogZ;\n" \
" float fogF = saturate((fog.A / (fog.B - (1.0 - vtf.mvpPos.z))) - fog.C);\n" \
" switch (fog.mode)\n" \ " switch (fog.mode)\n" \
" {\n" \ " {\n" \
" case 2:\n" \ " case 2:\n" \
" fogZ = (-vtf.mvPos.z - fog.start) * fog.rangeScale;\n" \ " fogZ = fogF;\n" \
" break;\n" \ " break;\n" \
" case 4:\n" \ " case 4:\n" \
" fogZ = 1.0 - exp2(-8.0 * (-vtf.mvPos.z - fog.start) * fog.rangeScale);\n" \ " fogZ = 1.0 - exp2(-8.0 * fogF);\n" \
" break;\n" \ " break;\n" \
" case 5:\n" \ " case 5:\n" \
" temp = (-vtf.mvPos.z - fog.start) * fog.rangeScale;\n" \ " fogZ = 1.0 - exp2(-8.0 * fogF * fogF);\n" \
" fogZ = 1.0 - exp2(-8.0 * temp * temp);\n" \
" break;\n" \ " break;\n" \
" case 6:\n" \ " case 6:\n" \
" fogZ = exp2(-8.0 * (fog.start + vtf.mvPos.z) * fog.rangeScale);\n" \ " fogZ = exp2(-8.0 * (1.0 - fogF));\n" \
" break;\n" \ " break;\n" \
" case 7:\n" \ " case 7:\n" \
" temp = (fog.start + vtf.mvPos.z) * fog.rangeScale;\n" \ " fogF = 1.0 - fogF;\n" \
" fogZ = exp2(-8.0 * temp * temp);\n" \ " fogZ = exp2(-8.0 * fogF * fogF);\n" \
" break;\n" \ " break;\n" \
" default:\n" \ " default:\n" \
" fogZ = 0.0;\n" \ " fogZ = 0.0;\n" \
" break;\n" \ " break;\n" \
" }\n" \ " }\n" \
"#ifdef BLEND_DST_ONE\n" \ "#ifdef BLEND_DST_ONE\n" \
" return float4(lerp(colorIn, float4(0.0, 0.0, 0.0, 0.0), saturate(fogZ)).rgb, colorIn.a);\n" \ " return float4(lerp(colorIn, float4(0.0,0.0,0.0,0.0), saturate(fogZ)).rgb, colorIn.a);\n" \
"#else\n" \ "#else\n" \
" return float4(lerp(colorIn, fog.color, saturate(fogZ)).rgb, colorIn.a);\n" \ " return float4(lerp(colorIn, fog.color, saturate(fogZ)).rgb, colorIn.a);\n" \
"#endif\n" "#endif\n"
@ -99,13 +100,7 @@ static std::string_view LightingShadowHLSL =
" float4 linAtt;\n" " float4 linAtt;\n"
" float4 angAtt;\n" " float4 angAtt;\n"
"};\n" "};\n"
"struct Fog\n" FOG_STRUCT_HLSL
"{\n"
" int mode;\n"
" float4 color;\n"
" float rangeScale;\n"
" float start;\n"
"};\n"
"\n" "\n"
"cbuffer LightingUniform : register(b2)\n" "cbuffer LightingUniform : register(b2)\n"
"{\n" "{\n"

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@ -9,10 +9,11 @@ extern const hecl::Backend::Function ExtensionPostFuncsMetal[];
#define FOG_STRUCT_METAL \ #define FOG_STRUCT_METAL \
"struct Fog\n" \ "struct Fog\n" \
"{\n" \ "{\n" \
" int mode;\n" \
" float4 color;\n" \ " float4 color;\n" \
" float rangeScale;\n" \ " float A;\n" \
" float start;\n" \ " float B;\n" \
" float C;\n" \
" int mode;\n" \
"};\n" "};\n"
#define FOG_ALGORITHM_METAL \ #define FOG_ALGORITHM_METAL \

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@ -128,3 +128,4 @@ fragment float4 fmain(VertToFrag vtf [[ stage_in ]])
#shader CColoredQuadFilterMul : CColoredQuadFilter #shader CColoredQuadFilterMul : CColoredQuadFilter
#srcfac zero #srcfac zero
#dstfac srccolor #dstfac srccolor
#overwritealpha true

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@ -256,7 +256,9 @@ float4 main(in VertToFrag vtf) : SV_Target0
{ {
float4 texel = tex0.Sample(samp, vtf.uv); float4 texel = tex0.Sample(samp, vtf.uv);
float4 tmp = texel * vtf.color; float4 tmp = texel * vtf.color;
return float4(tmp * tmp.a, tmp.a * texel.r); float4 colorOut = tmp * tmp.a;
colorOut.a = tmp.a * texel.r;
return colorOut;
} }
#fragment metal #fragment metal
@ -273,7 +275,9 @@ fragment float4 fmain(VertToFrag vtf [[ stage_in ]],
{ {
float4 texel = tex0.sample(samp, vtf.uv); float4 texel = tex0.sample(samp, vtf.uv);
float4 tmp = texel * vtf.color; float4 tmp = texel * vtf.color;
return float4(tmp * tmp.a, tmp.a * texel.r); float4 colorOut = tmp * tmp.a;
colorOut.a = tmp.a * texel.r;
return colorOut;
} }
#shader CElementGenShaderTexRedToAlphaZTestAWrite : CElementGenShaderTexRedToAlphaZTest #shader CElementGenShaderTexRedToAlphaZTestAWrite : CElementGenShaderTexRedToAlphaZTest
@ -404,8 +408,6 @@ VertToFrag main(in VertData v, in uint vertId : SV_VertexID)
VertToFrag vtf; VertToFrag vtf;
vtf.color = v.colorIn * moduColor; vtf.color = v.colorIn * moduColor;
vtf.uvScene = v.uvsInScene; vtf.uvScene = v.uvsInScene;
vtf.uvScene.y = 1.0 - vtf.uvScene.y;
vtf.uvScene.w = 1.0 - vtf.uvScene.w;
vtf.uvTexr = v.uvsInTexrTind[vertId].xy; vtf.uvTexr = v.uvsInTexrTind[vertId].xy;
vtf.uvTind = v.uvsInTexrTind[vertId].zw; vtf.uvTind = v.uvsInTexrTind[vertId].zw;
vtf.position = mul(mvp, v.posIn[vertId]); vtf.position = mul(mvp, v.posIn[vertId]);
@ -495,8 +497,9 @@ fragment float4 fmain(VertToFrag vtf [[ stage_in ]],
float2 tindTexel = tex2.sample(samp, vtf.uvTind).ba; float2 tindTexel = tex2.sample(samp, vtf.uvTind).ba;
float4 sceneTexel = tex1.sample(samp, mix(vtf.uvScene.xy, vtf.uvScene.zw, tindTexel)); float4 sceneTexel = tex1.sample(samp, mix(vtf.uvScene.xy, vtf.uvScene.zw, tindTexel));
float4 texrTexel = tex0.sample(samp, vtf.uvTexr); float4 texrTexel = tex0.sample(samp, vtf.uvTexr);
float4 colr = vtf.color * float4(sceneTexel.rgb, 1.0) + texrTexel; float4 colorOut = vtf.color * float4(sceneTexel.rgb, 1.0) + texrTexel;
return float4(colr.rgb, vtf.color.a * texrTexel.a); colorOut.a = vtf.color.a * texrTexel.a;
return colorOut;
} }
#shader CElementGenShaderIndTexZWriteAWrite : CElementGenShaderIndTexZWrite #shader CElementGenShaderIndTexZWriteAWrite : CElementGenShaderIndTexZWrite

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@ -64,11 +64,11 @@ TBINDING1 uniform sampler2D texEnv;
UBINDING1 uniform FogUniform UBINDING1 uniform FogUniform
{ {
int mode;
vec4 color; vec4 color;
float A; float A;
float B; float B;
float C; float C;
int mode;
}; };
vec4 MainPostFunc(vec4 colorIn) vec4 MainPostFunc(vec4 colorIn)
@ -158,17 +158,17 @@ struct VertToFrag
cbuffer FogUniform : register(b1) cbuffer FogUniform : register(b1)
{ {
int mode;
float4 color; float4 color;
float A; float A;
float B; float B;
float C; float C;
int mode;
}; };
static float4 MainPostFunc(in VertToFrag vtf, float4 colorIn) static float4 MainPostFunc(in VertToFrag vtf, float4 colorIn)
{ {
float fogZ; float fogZ;
float fogF = saturate((A / (B - vtf.position.z)) - C); float fogF = saturate((A / (B - (1.0 - vtf.position.z))) - C);
switch (mode) switch (mode)
{ {
case 2: case 2:
@ -251,11 +251,11 @@ struct VertToFrag
struct FogUniform struct FogUniform
{ {
int mode;
float4 color; float4 color;
float A; float A;
float B; float B;
float C; float C;
int mode;
}; };
float4 MainPostFunc(thread VertToFrag& vtf, constant FogUniform& fu, float4 colorIn) float4 MainPostFunc(thread VertToFrag& vtf, constant FogUniform& fu, float4 colorIn)

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@ -32,11 +32,248 @@ void main()
#fragment glsl #fragment glsl
struct Fog struct Fog
{ {
int mode;
vec4 color; vec4 color;
float A; float A;
float B; float B;
float C; float C;
int mode;
};
UBINDING0 uniform LineUniform
{
vec4 moduColor;
Fog fog;
};
struct VertToFrag
{
vec4 color;
vec2 uv;
};
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;
TBINDING0 uniform sampler2D tex;
void main()
{
colorOut = MainPostFunc(vtf.color * moduColor * texture(tex, vtf.uv));
}
#vertex hlsl
struct VertData
{
float4 posIn : POSITION;
float4 colorIn : COLOR;
float4 uvIn : UV;
};
struct VertToFrag
{
float4 position : SV_Position;
float4 color : COLOR;
float2 uv : UV;
};
VertToFrag main(in VertData v)
{
VertToFrag vtf;
vtf.color = v.colorIn;
vtf.uv = v.uvIn.xy;
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;
};
SamplerState samp : register(s3);
Texture2D tex0 : register(t0);
struct VertToFrag
{
float4 position : SV_Position;
float4 color : COLOR;
float2 uv : UV;
};
static float4 MainPostFunc(in VertToFrag vtf, float4 colorIn)
{
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, fog.color, saturate(fogZ)).rgb, colorIn.a);
}
float4 main(in VertToFrag vtf) : SV_Target0
{
return MainPostFunc(vtf, vtf.color * moduColor * tex0.Sample(samp, vtf.uv));
}
#vertex metal
struct VertData
{
float4 posIn;
float4 colorIn;
float4 uvIn;
};
struct VertToFrag
{
float4 position [[ position ]];
float4 color;
float2 uv;
};
vertex VertToFrag vmain(constant VertData* va [[ buffer(0) ]],
uint vertId [[ vertex_id ]])
{
VertToFrag vtf;
constant VertData& v = va[vertId];
vtf.color = v.colorIn;
vtf.uv = v.uvIn.xy;
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;
float2 uv;
};
static float4 MainPostFunc(thread VertToFrag& vtf, constant LineUniform& line, float4 colorIn)
{
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, line.fog.color, saturate(fogZ)).rgb, colorIn.a);
}
fragment float4 fmain(VertToFrag vtf [[ stage_in ]],
sampler samp [[ sampler(3) ]],
texture2d<float> tex0 [[ texture(0) ]],
constant LineUniform& line [[ buffer(2) ]])
{
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
#fragment glsl
struct Fog
{
vec4 color;
float A;
float B;
float C;
int mode;
}; };
UBINDING0 uniform LineUniform UBINDING0 uniform LineUniform
@ -88,36 +325,22 @@ void main()
colorOut = MainPostFunc(vtf.color * moduColor * texture(tex, vtf.uv)); colorOut = MainPostFunc(vtf.color * moduColor * texture(tex, vtf.uv));
} }
#vertex hlsl #fragment hlsl
struct VertData struct Fog
{ {
float4 posIn : POSITION; float4 color;
float4 colorIn : COLOR; float A;
float4 uvIn : UV; float B;
float C;
int mode;
}; };
cbuffer LineUniform : register(b0) cbuffer LineUniform : register(b0)
{ {
float4 moduColor; 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); SamplerState samp : register(s3);
Texture2D tex0 : register(t0); Texture2D tex0 : register(t0);
struct VertToFrag struct VertToFrag
@ -127,22 +350,54 @@ struct VertToFrag
float2 uv : UV; 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 float4 main(in VertToFrag vtf) : SV_Target0
struct VertData
{ {
float4 posIn; return MainPostFunc(vtf, vtf.color * moduColor * tex0.Sample(samp, vtf.uv));
float4 colorIn; }
float4 uvIn;
#fragment metal
struct Fog
{
float4 color;
float A;
float B;
float C;
int mode;
}; };
struct LineUniform struct LineUniform
{ {
float4 moduColor; float4 moduColor;
Fog fog;
}; };
struct VertToFrag struct VertToFrag
@ -152,42 +407,43 @@ struct VertToFrag
float2 uv; float2 uv;
}; };
vertex VertToFrag vmain(constant VertData* va [[ buffer(0) ]], static float4 MainPostFunc(thread VertToFrag& vtf, constant LineUniform& line, float4 colorIn)
uint vertId [[ vertex_id ]],
constant LineUniform& line [[ buffer(2) ]])
{ {
VertToFrag vtf; float fogZ;
constant VertData& v = va[vertId]; float fogF = saturate((line.fog.A / (line.fog.B - vtf.position.z)) - line.fog.C);
vtf.color = v.colorIn * line.moduColor; switch (line.fog.mode)
vtf.uv = v.uvIn.xy; {
vtf.position = v.posIn; case 2:
return vtf; 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 ]], fragment float4 fmain(VertToFrag vtf [[ stage_in ]],
sampler samp [[ sampler(3) ]], 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 #shader CLineRendererShaderTexAdditiveAWrite : CLineRendererShaderTexAdditive
#alphawrite true #alphawrite true
@ -200,7 +456,7 @@ fragment float4 fmain(VertToFrag vtf [[ stage_in ]],
#shader CLineRendererShaderTexAlphaZAWrite : CLineRendererShaderTexAlphaZ #shader CLineRendererShaderTexAlphaZAWrite : CLineRendererShaderTexAlphaZ
#alphawrite true #alphawrite true
#shader CLineRendererShaderTexAdditiveZ : CLineRendererShaderTexAlpha #shader CLineRendererShaderTexAdditiveZ : CLineRendererShaderTexAdditive
#srcfac srcalpha #srcfac srcalpha
#dstfac one #dstfac one
#depthtest lequal #depthtest lequal
@ -239,11 +495,234 @@ void main()
#fragment glsl #fragment glsl
struct Fog struct Fog
{ {
int mode;
vec4 color; vec4 color;
float A; float A;
float B; float B;
float C; 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 UBINDING0 uniform LineUniform
@ -293,35 +772,14 @@ void main()
colorOut = MainPostFunc(vtf.color * moduColor); 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 #fragment hlsl
struct Fog struct Fog
{ {
int mode;
float4 color; float4 color;
float A; float A;
float B; float B;
float C; float C;
int mode;
}; };
cbuffer LineUniform : register(b0) cbuffer LineUniform : register(b0)
@ -339,7 +797,7 @@ struct VertToFrag
static float4 MainPostFunc(float4 colorIn, float4 FragCoord) static float4 MainPostFunc(float4 colorIn, float4 FragCoord)
{ {
float fogZ; 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) switch (fog.mode)
{ {
case 2: case 2:
@ -370,37 +828,14 @@ float4 main(in VertToFrag vtf) : SV_Target0
return MainPostFunc(vtf.color * moduColor, vtf.position); 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 #fragment metal
struct Fog struct Fog
{ {
int mode;
float4 color; float4 color;
float A; float A;
float B; float B;
float C; float C;
int mode;
}; };
struct LineUniform struct LineUniform
@ -450,15 +885,6 @@ fragment float4 fmain(VertToFrag vtf [[ stage_in ]],
return MainPostFunc(vtf.color * line.moduColor, line, vtf.position); 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 #shader CLineRendererShaderNoTexAdditiveAWrite : CLineRendererShaderNoTexAdditive
#alphawrite true #alphawrite true
@ -471,7 +897,7 @@ fragment float4 fmain(VertToFrag vtf [[ stage_in ]],
#shader CLineRendererShaderNoTexAlphaZAWrite : CLineRendererShaderNoTexAlphaZ #shader CLineRendererShaderNoTexAlphaZAWrite : CLineRendererShaderNoTexAlphaZ
#alphawrite true #alphawrite true
#shader CLineRendererShaderNoTexAdditiveZ : CLineRendererShaderNoTexAlpha #shader CLineRendererShaderNoTexAdditiveZ : CLineRendererShaderNoTexAdditive
#srcfac srcalpha #srcfac srcalpha
#dstfac one #dstfac one
#depthtest lequal #depthtest lequal

View File

@ -200,10 +200,12 @@ fragment float4 fmain(VertToFrag vtf [[ stage_in ]],
#shader CRandomStaticFilterMult : CRandomStaticFilterAlpha #shader CRandomStaticFilterMult : CRandomStaticFilterAlpha
#srcfac zero #srcfac zero
#dstfac srccolor #dstfac srccolor
#overwritealpha true
#shader CRandomStaticFilterCookieCutter : CRandomStaticFilterAlpha #shader CRandomStaticFilterCookieCutter : CRandomStaticFilterAlpha
#srcfac zero #srcfac zero
#dstfac srccolor #dstfac srccolor
#overwritealpha true
#depthwrite true #depthwrite true
#colorwrite false #colorwrite false
#depthtest lequal #depthtest lequal

View File

@ -121,3 +121,4 @@ fragment float4 fmain(VertToFrag vtf [[ stage_in ]])
#shader CScanLinesFilterMult : CScanLinesFilterAlpha #shader CScanLinesFilterMult : CScanLinesFilterAlpha
#srcfac zero #srcfac zero
#dstfac srccolor #dstfac srccolor
#overwritealpha true

View File

@ -180,6 +180,7 @@ fragment float4 fmain(VertToFrag vtf [[ stage_in ]],
#srcfac zero #srcfac zero
#dstfac srccolor #dstfac srccolor
#depthtest none #depthtest none
#overwritealpha true
#shader CTexturedQuadFilterMultGEqual : CTexturedQuadFilterMult #shader CTexturedQuadFilterMultGEqual : CTexturedQuadFilterMult
#depthtest gequal #depthtest gequal
@ -191,6 +192,7 @@ fragment float4 fmain(VertToFrag vtf [[ stage_in ]],
#srcfac zero #srcfac zero
#dstfac invsrccolor #dstfac invsrccolor
#depthtest none #depthtest none
#overwritealpha true
#shader CTexturedQuadFilterInvDstMultGEqual : CTexturedQuadFilterInvDstMult #shader CTexturedQuadFilterInvDstMultGEqual : CTexturedQuadFilterInvDstMult
#depthtest gequal #depthtest gequal
@ -204,6 +206,7 @@ fragment float4 fmain(VertToFrag vtf [[ stage_in ]],
#srcfac srcalpha #srcfac srcalpha
#dstfac invsrcalpha #dstfac invsrcalpha
#depthtest none #depthtest none
#overwritealpha false
#fragment glsl #fragment glsl
struct VertToFrag struct VertToFrag
@ -265,10 +268,12 @@ fragment float4 fmain(VertToFrag vtf [[ stage_in ]],
#shader CTexturedQuadFilterAlphaTexMult : CTexturedQuadFilterAlphaTexAlpha #shader CTexturedQuadFilterAlphaTexMult : CTexturedQuadFilterAlphaTexAlpha
#srcfac zero #srcfac zero
#dstfac srccolor #dstfac srccolor
#overwritealpha true
#shader CTexturedQuadFilterAlphaTexInvDstMult : CTexturedQuadFilterAlphaTexAlpha #shader CTexturedQuadFilterAlphaTexInvDstMult : CTexturedQuadFilterAlphaTexAlpha
#srcfac zero #srcfac zero
#dstfac invsrccolor #dstfac invsrccolor
#overwritealpha true
#shader CTexturedQuadFilterAlphaGEqualZWrite : CTexturedQuadFilterAlpha #shader CTexturedQuadFilterAlphaGEqualZWrite : CTexturedQuadFilterAlpha
#depthtest gequal #depthtest gequal

View File

@ -159,7 +159,9 @@ float4 main(in VertToFrag vtf) : SV_Target0
{ {
float4 noiseTexel = noiseTex.Load(Lookup8BPP(vtf.noiseUv, vtf.randOff)); 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; 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; float4 colorOut = vtf.colorReg0 * indScene + vtf.colorReg2 - vtf.colorReg1 * noiseTexel.r;
colorOut.a = vtf.colorReg1.a + vtf.colorReg1.a * noiseTexel.r + vtf.colorReg2.a; colorOut.a = vtf.colorReg1.a + vtf.colorReg1.a * noiseTexel.r + vtf.colorReg2.a;
return colorOut; return colorOut;

View File

@ -3,11 +3,11 @@
#define FOG_STRUCT_GLSL \ #define FOG_STRUCT_GLSL \
"struct Fog\n" \ "struct Fog\n" \
"{\n" \ "{\n" \
" int mode;\n" \
" vec4 color;\n" \ " vec4 color;\n" \
" float A;\n" \ " float A;\n" \
" float B;\n" \ " float B;\n" \
" float C;\n" \ " float C;\n" \
" int mode;\n" \
" float indScale;\n" \ " float indScale;\n" \
"};\n" "};\n"

View File

@ -3,11 +3,11 @@
#define FOG_STRUCT_HLSL \ #define FOG_STRUCT_HLSL \
"struct Fog\n" \ "struct Fog\n" \
"{\n" \ "{\n" \
" int mode;\n" \
" float4 color;\n" \ " float4 color;\n" \
" float A;\n" \ " float A;\n" \
" float B;\n" \ " float B;\n" \
" float C;\n" \ " float C;\n" \
" int mode;\n" \
" float indScale;\n" \ " float indScale;\n" \
"};\n" "};\n"
@ -15,7 +15,7 @@
"static float4 MainPostFunc(in VertToFrag vtf, float4 colorIn)\n" \ "static float4 MainPostFunc(in VertToFrag vtf, float4 colorIn)\n" \
"{\n" \ "{\n" \
" float fogZ;\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" \ " switch (fog.mode)\n" \
" {\n" \ " {\n" \
" case 2:\n" \ " case 2:\n" \

View File

@ -3,11 +3,11 @@
#define FOG_STRUCT_METAL \ #define FOG_STRUCT_METAL \
"struct Fog\n" \ "struct Fog\n" \
"{\n" \ "{\n" \
" int mode;\n" \
" float4 color;\n" \ " float4 color;\n" \
" float A;\n" \ " float A;\n" \
" float B;\n" \ " float B;\n" \
" float C;\n" \ " float C;\n" \
" int mode;\n" \
" float indScale;\n" \ " float indScale;\n" \
"};\n" "};\n"

2
hecl

@ -1 +1 @@
Subproject commit bfd649cd9f2b9d4382d83d5b0971f97e0ac98d84 Subproject commit ad075d532e478c0f90b86200828ef7585050c817

@ -1 +1 @@
Subproject commit 935f781e03a7f23b17d202ce8740a4b32a06140a Subproject commit c56b69627ca3daee510ca1c52aa7198634519d0a