mirror of
https://github.com/AxioDL/metaforce.git
synced 2025-12-08 17:44:56 +00:00
Huge shader refactor
This commit is contained in:
235
Shaders/CFogVolumeFilter.shader
Normal file
235
Shaders/CFogVolumeFilter.shader
Normal file
@@ -0,0 +1,235 @@
|
||||
#shader CFogVolumeFilter1Way
|
||||
#attribute position4
|
||||
#attribute uv4
|
||||
#srcfac dstalpha
|
||||
#dstfac one
|
||||
#primitive tristrips
|
||||
#depthtest none
|
||||
#depthwrite false
|
||||
#culling none
|
||||
|
||||
#vertex glsl
|
||||
layout(location=0) in vec4 posIn;
|
||||
layout(location=1) in vec2 uvIn;
|
||||
|
||||
UBINDING0 uniform FogVolumeFilterUniform
|
||||
{
|
||||
vec4 color;
|
||||
};
|
||||
|
||||
struct VertToFrag
|
||||
{
|
||||
vec4 color;
|
||||
vec2 uv;
|
||||
};
|
||||
|
||||
SBINDING(0) out VertToFrag vtf;
|
||||
void main()
|
||||
{
|
||||
gl_Position = vec4(posIn.xy, 0.0, 1.0);
|
||||
vtf.color = color;
|
||||
vtf.uv = uvIn;
|
||||
}
|
||||
|
||||
#fragment glsl
|
||||
struct VertToFrag
|
||||
{
|
||||
vec4 color;
|
||||
vec2 uv;
|
||||
};
|
||||
|
||||
SBINDING(0) in VertToFrag vtf;
|
||||
layout(location=0) out vec4 colorOut;
|
||||
TBINDING0 uniform sampler2D zFrontfaceTex;
|
||||
TBINDING1 uniform sampler2D zBackfaceTex;
|
||||
TBINDING2 uniform sampler2D zLinearizer;
|
||||
void main()
|
||||
{
|
||||
float y;
|
||||
const float linScale = 65535.0 / 65536.0 * 256.0;
|
||||
float x = modf(texture(zFrontfaceTex, vtf.uv).r * linScale, y);
|
||||
const float uvBias = 0.5 / 256.0;
|
||||
float alpha = texture(zLinearizer, vec2(x * 255.0 / 256.0 + uvBias, y / 256.0 + uvBias)).r * 10.0;
|
||||
colorOut = vtf.color * alpha;
|
||||
}
|
||||
|
||||
#vertex hlsl
|
||||
struct VertData
|
||||
{
|
||||
float4 posIn : POSITION;
|
||||
float2 uvIn : UV;
|
||||
};
|
||||
|
||||
cbuffer FogVolumeFilterUniform : register(b0)
|
||||
{
|
||||
float4 color;
|
||||
};
|
||||
|
||||
struct VertToFrag
|
||||
{
|
||||
float4 position : SV_Position;
|
||||
float4 color : COLOR;
|
||||
float2 uv : UV;
|
||||
};
|
||||
|
||||
VertToFrag main(in VertData v)
|
||||
{
|
||||
VertToFrag vtf;
|
||||
vtf.position = float4(v.posIn.x, -v.posIn.y, 0.0, 1.0);
|
||||
vtf.color = color;
|
||||
vtf.uv = v.uvIn;
|
||||
return vtf;
|
||||
}
|
||||
|
||||
#fragment hlsl
|
||||
struct VertToFrag
|
||||
{
|
||||
float4 position : SV_Position;
|
||||
float4 color : COLOR;
|
||||
float2 uv : UV;
|
||||
};
|
||||
|
||||
Texture2D zFrontfaceTex : register(t0);
|
||||
Texture2D zBackfaceTex : register(t1);
|
||||
Texture2D zLinearizer : register(t2);
|
||||
SamplerState samp : register(s0);
|
||||
float4 main(in VertToFrag vtf) : SV_Target0
|
||||
{
|
||||
float y;
|
||||
const float linScale = 65535.0 / 65536.0 * 256.0;
|
||||
float x = modf((1.0 - zFrontfaceTex.Sample(samp, vtf.uv).r) * linScale, y);
|
||||
const float uvBias = 0.5 / 256.0;
|
||||
float alpha = zLinearizer.Sample(samp, float2(x * 255.0 / 256.0 + uvBias, y / 256.0 + uvBias)).r * 10.0;
|
||||
return vtf.color * alpha;
|
||||
}
|
||||
|
||||
#vertex metal
|
||||
struct VertData
|
||||
{
|
||||
float4 posIn [[ attribute(0) ]];
|
||||
float2 uvIn [[ attribute(1) ]];
|
||||
};
|
||||
|
||||
struct FogVolumeFilterUniform
|
||||
{
|
||||
float4 color;
|
||||
};
|
||||
|
||||
struct VertToFrag
|
||||
{
|
||||
float4 pos [[ position ]];
|
||||
float4 color;
|
||||
float2 uv;
|
||||
};
|
||||
|
||||
vertex VertToFrag vmain(VertData v [[ stage_in ]],
|
||||
constant FogVolumeFilterUniform& fu [[ buffer(2) ]])
|
||||
{
|
||||
VertToFrag vtf;
|
||||
vtf.pos = float4(v.posIn.x, -v.posIn.y, 0.0, 1.0);
|
||||
vtf.color = fu.color;
|
||||
vtf.uv = v.uvIn;
|
||||
return vtf;
|
||||
}
|
||||
|
||||
#fragment metal
|
||||
struct VertToFrag
|
||||
{
|
||||
float4 pos [[ position ]];
|
||||
float4 color;
|
||||
float2 uv;
|
||||
};
|
||||
|
||||
fragment float4 fmain(VertToFrag vtf [[ stage_in ]],
|
||||
sampler samp [[ sampler(0) ]],
|
||||
texture2d<float> zFrontfaceTex [[ texture(0) ]],
|
||||
texture2d<float> zBackfaceTex [[ texture(1) ]],
|
||||
texture2d<float> zLinearizer [[ texture(2) ]])
|
||||
{
|
||||
float y;
|
||||
const float linScale = 65535.0 / 65536.0 * 256.0;
|
||||
float x = modf((1.0 - zFrontfaceTex.sample(samp, vtf.uv).r) * linScale, y);
|
||||
const float uvBias = 0.5 / 256.0;
|
||||
float alpha = zLinearizer.sample(samp, float2(x * 255.0 / 256.0 + uvBias, y / 256.0 + uvBias)).r * 10.0;
|
||||
return vtf.color * alpha;
|
||||
}
|
||||
|
||||
|
||||
#shader CFogVolumeFilter2Way : CFogVolumeFilter1Way
|
||||
#srcfac srcalpha
|
||||
#dstfac one
|
||||
|
||||
#fragment glsl
|
||||
struct VertToFrag
|
||||
{
|
||||
vec4 color;
|
||||
vec2 uv;
|
||||
};
|
||||
|
||||
SBINDING(0) in VertToFrag vtf;
|
||||
layout(location=0) out vec4 colorOut;
|
||||
TBINDING0 uniform sampler2D zFrontfaceTex;
|
||||
TBINDING1 uniform sampler2D zBackfaceTex;
|
||||
TBINDING2 uniform sampler2D zLinearizer;
|
||||
void main()
|
||||
{
|
||||
float frontY;
|
||||
float backY;
|
||||
const float linScale = 65535.0 / 65536.0 * 256.0;
|
||||
float frontX = modf(texture(zFrontfaceTex, vtf.uv).r * linScale, frontY);
|
||||
float backX = modf(texture(zBackfaceTex, vtf.uv).r * linScale, backY);
|
||||
const float uvBias = 0.5 / 256.0;
|
||||
float frontLin = texture(zLinearizer, vec2(frontX * 255.0 / 256.0 + uvBias, frontY / 256.0 + uvBias)).r;
|
||||
float backLin = texture(zLinearizer, vec2(backX * 255.0 / 256.0 + uvBias, backY / 256.0 + uvBias)).r;
|
||||
colorOut = vec4(vtf.color.rgb, (frontLin - backLin) * 10.0);
|
||||
}
|
||||
|
||||
#fragment hlsl
|
||||
struct VertToFrag
|
||||
{
|
||||
float4 position : SV_Position;
|
||||
float4 color : COLOR;
|
||||
float2 uv : UV;
|
||||
};
|
||||
|
||||
Texture2D zFrontfaceTex : register(t0);
|
||||
Texture2D zBackfaceTex : register(t1);
|
||||
Texture2D zLinearizer : register(t2);
|
||||
SamplerState samp : register(s0);
|
||||
float4 main(in VertToFrag vtf) : SV_Target0
|
||||
{
|
||||
float frontY;
|
||||
float backY;
|
||||
const float linScale = 65535.0 / 65536.0 * 256.0;
|
||||
float frontX = modf((1.0 - zFrontfaceTex.Sample(samp, vtf.uv).r) * linScale, frontY);
|
||||
float backX = modf((1.0 - zBackfaceTex.Sample(samp, vtf.uv).r) * linScale, backY);
|
||||
const float uvBias = 0.5 / 256.0;
|
||||
float frontLin = zLinearizer.Sample(samp, float2(frontX * 255.0 / 256.0 + uvBias, frontY / 256.0 + uvBias)).r;
|
||||
float backLin = zLinearizer.Sample(samp, float2(backX * 255.0 / 256.0 + uvBias, backY / 256.0 + uvBias)).r;
|
||||
return float4(vtf.color.rgb, (frontLin - backLin) * 10.0);
|
||||
}
|
||||
|
||||
#fragment metal
|
||||
struct VertToFrag
|
||||
{
|
||||
float4 pos [[ position ]];
|
||||
float4 color;
|
||||
float2 uv;
|
||||
};
|
||||
|
||||
fragment float4 fmain(VertToFrag vtf [[ stage_in ]],
|
||||
sampler samp [[ sampler(0) ]],
|
||||
texture2d<float> zFrontfaceTex [[ texture(0) ]],
|
||||
texture2d<float> zBackfaceTex [[ texture(1) ]],
|
||||
texture2d<float> zLinearizer [[ texture(2) ]])
|
||||
{
|
||||
float frontY;
|
||||
float backY;
|
||||
const float linScale = 65535.0 / 65536.0 * 256.0;
|
||||
float frontX = modf((1.0 - zFrontfaceTex.sample(samp, vtf.uv).r) * linScale, frontY);
|
||||
float backX = modf((1.0 - zBackfaceTex.sample(samp, vtf.uv).r) * linScale, backY);
|
||||
const float uvBias = 0.5 / 256.0;
|
||||
float frontLin = zLinearizer.sample(samp, float2(frontX * 255.0 / 256.0 + uvBias, frontY / 256.0 + uvBias)).r;
|
||||
float backLin = zLinearizer.sample(samp, float2(backX * 255.0 / 256.0 + uvBias, backY / 256.0 + uvBias)).r;
|
||||
return float4(vtf.color.rgb, (frontLin - backLin) * 10.0);
|
||||
}
|
||||
Reference in New Issue
Block a user