mirror of https://github.com/AxioDL/metaforce.git
CameraBlurFilter Metal shader
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21fc28bc9b
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@ -6,48 +6,87 @@ namespace urde
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{
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static const char* VS =
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"#version 330\n"
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BOO_GLSL_BINDING_HEAD
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"layout(location=0) in vec4 posIn;\n"
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"layout(location=1) in vec4 uvIn;\n"
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"\n"
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"UBINDING0 uniform ThermalHotUniform\n"
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"#include <metal_stdlib>\n"
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"using namespace metal;\n"
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"struct VertData\n"
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"{\n"
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" vec4 colorReg0;\n"
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" vec4 colorReg1;\n"
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" vec4 colorReg2;\n"
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" float4 posIn [[ attribute(0) ]];\n"
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" float4 uvIn [[ attribute(1) ]];\n"
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"};\n"
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"\n"
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"struct CameraBlurUniform\n"
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"{\n"
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" float4 uv0;\n"
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" float4 uv1;\n"
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" float4 uv2;\n"
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" float4 uv3;\n"
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" float4 uv4;\n"
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" float4 uv5;\n"
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" float opacity;\n"
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"};\n"
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"\n"
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"struct VertToFrag\n"
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"{\n"
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" vec2 sceneUv;\n"
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" float4 position [[ position ]];\n"
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" float2 uvReg;\n"
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" float2 uv0;\n"
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" float2 uv1;\n"
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" float2 uv2;\n"
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" float2 uv3;\n"
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" float2 uv4;\n"
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" float2 uv5;\n"
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" float opacity;\n"
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"};\n"
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"\n"
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"SBINDING(0) out VertToFrag vtf;\n"
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"void main()\n"
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"vertex VertToFrag vmain(VertData v [[ stage_in ]], constant CameraBlurUniform& cbu [[ buffer(2) ]])\n"
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"{\n"
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" vtf.sceneUv = uvIn.xy;\n"
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" gl_Position = vec4(posIn.xyz, 1.0);\n"
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" VertToFrag vtf;\n"
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" vtf.uvReg = v.uvIn.xy;\n"
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" vtf.uvReg.y = -vtf.uvReg.y;\n"
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" vtf.uv0 = cbu.uv0.xy + v.uvIn.xy;\n"
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" vtf.uv0.y = -vtf.uv0.y;\n"
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" vtf.uv1 = cbu.uv1.xy + v.uvIn.xy;\n"
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" vtf.uv1.y = -vtf.uv1.y;\n"
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" vtf.uv2 = cbu.uv2.xy + v.uvIn.xy;\n"
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" vtf.uv2.y = -vtf.uv2.y;\n"
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" vtf.uv3 = cbu.uv3.xy + v.uvIn.xy;\n"
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" vtf.uv3.y = -vtf.uv3.y;\n"
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" vtf.uv4 = cbu.uv4.xy + v.uvIn.xy;\n"
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" vtf.uv4.y = -vtf.uv4.y;\n"
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" vtf.uv5 = cbu.uv5.xy + v.uvIn.xy;\n"
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" vtf.uv5.y = -vtf.uv5.y;\n"
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" vtf.opacity = cbu.opacity;\n"
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" vtf.position = float4(v.posIn.xyz, 1.0);\n"
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" return vtf;\n"
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"}\n";
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static const char* FS =
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"#version 330\n"
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BOO_GLSL_BINDING_HEAD
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"#include <metal_stdlib>\n"
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"using namespace metal;\n"
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"constexpr sampler samp(address::repeat, filter::linear);\n"
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"struct VertToFrag\n"
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"{\n"
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" vec2 sceneUv;\n"
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" float4 position [[ position ]];\n"
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" float2 uvReg;\n"
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" float2 uv0;\n"
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" float2 uv1;\n"
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" float2 uv2;\n"
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" float2 uv3;\n"
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" float2 uv4;\n"
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" float2 uv5;\n"
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" float opacity;\n"
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"};\n"
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"\n"
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"SBINDING(0) in VertToFrag vtf;\n"
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"layout(location=0) out vec4 colorOut;\n"
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"TBINDING0 uniform sampler2D sceneTex;\n"
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"TBINDING1 uniform sampler2D paletteTex;\n"
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"const vec4 kRGBToYPrime = vec4(0.299, 0.587, 0.114, 0.0);\n"
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"void main()\n"
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"fragment float4 fmain(VertToFrag vtf [[ stage_in ]], texture2d<float> sceneTex [[ texture(0) ]])\n"
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"{\n"
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" float sceneSample = dot(texture(sceneTex, vtf.sceneUv), kRGBToYPrime);\n"
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" vec4 colorSample = texture(paletteTex, vec2(sceneSample / 17.0, 0.5));\n"
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" colorOut = colorSample * sceneSample;\n"
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" float4 colorSample = sceneTex.sample(samp, vtf.uvReg) * 0.14285715;\n"
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" colorSample += sceneTex.sample(samp, vtf.uv0) * 0.14285715;\n"
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" colorSample += sceneTex.sample(samp, vtf.uv1) * 0.14285715;\n"
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" colorSample += sceneTex.sample(samp, vtf.uv2) * 0.14285715;\n"
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" colorSample += sceneTex.sample(samp, vtf.uv3) * 0.14285715;\n"
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" colorSample += sceneTex.sample(samp, vtf.uv4) * 0.14285715;\n"
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" colorSample += sceneTex.sample(samp, vtf.uv5) * 0.14285715;\n"
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" return float4(colorSample.rgb, vtf.opacity);\n"
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"}\n";
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URDE_DECL_SPECIALIZE_SHADER(CCameraBlurFilter)
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@ -62,10 +101,10 @@ struct CCameraBlurFilterMetalDataBindingFactory : TShader<CCameraBlurFilter>::ID
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boo::MetalDataFactory::Context& cctx = static_cast<boo::MetalDataFactory::Context&>(ctx);
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boo::IGraphicsBuffer* bufs[] = {filter.m_uniBuf};
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boo::ITexture* texs[] = {CGraphics::g_SpareTexture, g_Renderer->GetThermoPalette()};
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boo::ITexture* texs[] = {CGraphics::g_SpareTexture};
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return cctx.newShaderDataBinding(pipeline, vtxFmt,
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filter.m_vbo, nullptr, nullptr, 1, bufs,
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nullptr, nullptr, nullptr, 2, texs);
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nullptr, nullptr, nullptr, 1, texs);
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}
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};
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@ -79,8 +118,8 @@ TShader<CCameraBlurFilter>::IDataBindingFactory* CCameraBlurFilter::Initialize(b
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{nullptr, nullptr, boo::VertexSemantic::UV4}
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};
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vtxFmtOut = ctx.newVertexFormat(2, VtxVmt);
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pipeOut = ctx.newShaderPipeline(VS, FS, vtxFmtOut, CGraphics::g_ViewportSamples, boo::BlendFactor::DstAlpha,
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boo::BlendFactor::InvDstAlpha, boo::Primitive::TriStrips, false, false, false);
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pipeOut = ctx.newShaderPipeline(VS, FS, vtxFmtOut, CGraphics::g_ViewportSamples, boo::BlendFactor::SrcAlpha,
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boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, false, false, false);
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return new CCameraBlurFilterMetalDataBindingFactory;
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}
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