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https://github.com/AxioDL/metaforce.git
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Huge shader refactor
This commit is contained in:
351
Shaders/CTextSupportShader.shader
Normal file
351
Shaders/CTextSupportShader.shader
Normal file
@@ -0,0 +1,351 @@
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#shader CTextSupportShaderAlpha
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#instattribute position4 0
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#instattribute position4 1
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#instattribute position4 2
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#instattribute position4 3
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#instattribute uv4 0
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#instattribute uv4 1
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#instattribute uv4 2
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#instattribute uv4 3
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#instattribute color 0
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#instattribute color 1
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#instattribute color 2
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#srcfac srcalpha
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#dstfac invsrcalpha
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#primitive tristrips
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#depthtest lequal
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#depthwrite false
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#culling none
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#vertex glsl
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layout(location=0) in vec4 posIn[4];
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layout(location=4) in vec4 uvIn[4];
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layout(location=8) in vec4 fontColorIn;
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layout(location=9) in vec4 outlineColorIn;
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layout(location=10) in vec4 mulColorIn;
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UBINDING0 uniform TextSupportUniform
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{
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mat4 mtx;
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vec4 color;
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};
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struct VertToFrag
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{
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vec4 fontColor;
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vec4 outlineColor;
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vec4 mulColor;
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vec3 uv;
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};
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SBINDING(0) out VertToFrag vtf;
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void main()
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{
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vec3 pos = posIn[gl_VertexID].xyz;
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vtf.uv = uvIn[gl_VertexID].xyz;
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vtf.fontColor = color * fontColorIn;
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vtf.outlineColor = color * outlineColorIn;
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vtf.mulColor = mulColorIn;
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gl_Position = mtx * vec4(pos, 1.0);
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}
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#fragment glsl
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struct VertToFrag
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{
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vec4 fontColor;
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vec4 outlineColor;
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vec4 mulColor;
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vec3 uv;
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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 sampler2DArray tex;
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void main()
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{
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vec4 texel = texture(tex, vtf.uv);
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colorOut = (vtf.fontColor * texel.r + vtf.outlineColor * texel.g) * vtf.mulColor;
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}
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#vertex hlsl
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struct InstData
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{
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float4 posIn[4] : POSITION;
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float4 uvIn[4] : UV;
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float4 fontColorIn : COLOR0;
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float4 outlineColorIn : COLOR1;
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float4 mulColorIn : COLOR2;
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};
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cbuffer TextSupportUniform : register(b0)
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{
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float4x4 mtx;
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float4 color;
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};
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struct VertToFrag
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{
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float4 pos : SV_Position;
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float4 fontColor : COLOR0;
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float4 outlineColor : COLOR1;
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float4 mulColor : COLOR2;
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float3 uv : UV;
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};
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VertToFrag main(in InstData inst, in uint vertId : SV_VertexID)
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{
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VertToFrag vtf;
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vtf.fontColor = color * inst.fontColorIn;
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vtf.outlineColor = color * inst.outlineColorIn;
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vtf.mulColor = inst.mulColorIn;
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vtf.uv = inst.uvIn[vertId].xyz;
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vtf.pos = mul(mtx, float4(inst.posIn[vertId].xyz, 1.0));
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return vtf;
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}
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#fragment hlsl
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struct VertToFrag
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{
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float4 pos : SV_Position;
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float4 fontColor : COLOR0;
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float4 outlineColor : COLOR1;
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float4 mulColor : COLOR2;
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float3 uv : UV;
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};
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Texture2DArray tex : register(t0);
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SamplerState samp : register(s3);
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float4 main(in VertToFrag vtf) : SV_Target0
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{
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float4 texel = tex.Sample(samp, vtf.uv.xyz);
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return (vtf.fontColor * texel.r + vtf.outlineColor * texel.g) * vtf.mulColor;
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}
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#vertex metal
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struct InstData
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{
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float4 posIn[4];
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float4 uvIn[4];
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float4 fontColorIn;
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float4 outlineColorIn;
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float4 mulColorIn;
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};
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struct TextSupportUniform
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{
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float4x4 mtx;
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float4 color;
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};
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struct VertToFrag
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{
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float4 pos [[ position ]];
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float4 fontColor;
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float4 outlineColor;
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float4 mulColor;
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float3 uv;
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};
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vertex VertToFrag vmain(constant InstData* instArr [[ buffer(1) ]],
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uint vertId [[ vertex_id ]], uint instId [[ instance_id ]],
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constant TextSupportUniform& uData [[ buffer(2) ]])
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{
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VertToFrag vtf;
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constant InstData& inst = instArr[instId];
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vtf.fontColor = inst.fontColorIn * uData.color;
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vtf.outlineColor = inst.outlineColorIn * uData.color;
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vtf.mulColor = inst.mulColorIn;
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vtf.uv = inst.uvIn[vertId].xyz;
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vtf.pos = uData.mtx * float4(inst.posIn[vertId].xyz, 1.0);
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return vtf;
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}
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#fragment metal
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struct VertToFrag
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{
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float4 pos [[ position ]];
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float4 fontColor;
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float4 outlineColor;
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float4 mulColor;
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float3 uv;
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};
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fragment float4 fmain(VertToFrag vtf [[ stage_in ]],
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sampler clampSamp [[ sampler(3) ]],
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texture2d_array<float> tex [[ texture(0) ]])
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{
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float4 texel = tex.sample(clampSamp, vtf.uv.xy, vtf.uv.z);
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return (vtf.fontColor * texel.r + vtf.outlineColor * texel.g) * vtf.mulColor;
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}
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#shader CTextSupportShaderAdd : CTextSupportShaderAlpha
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#srcfac srcalpha
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#dstfac one
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#shader CTextSupportShaderAddOverdraw : CTextSupportShaderAlpha
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#srcfac one
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#dstfac one
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#shader CTextSupportShaderImageAlpha
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#instattribute position4 0
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#instattribute position4 1
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#instattribute position4 2
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#instattribute position4 3
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#instattribute uv4 0
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#instattribute uv4 1
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#instattribute uv4 2
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#instattribute uv4 3
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#instattribute color 0
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#srcfac srcalpha
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#dstfac invsrcalpha
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#primitive tristrips
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#depthtest lequal
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#depthwrite false
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#culling none
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#vertex glsl
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layout(location=0) in vec3 posIn[4];
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layout(location=4) in vec2 uvIn[4];
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layout(location=8) in vec4 colorIn;
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UBINDING0 uniform TextSupportUniform
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{
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mat4 mtx;
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vec4 color;
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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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SBINDING(0) out VertToFrag vtf;
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void main()
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{
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vec3 pos = posIn[gl_VertexID].xyz;
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vtf.uv = uvIn[gl_VertexID];
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vtf.color = color * colorIn;
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gl_Position = mtx * vec4(pos, 1.0);
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}
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#fragment glsl
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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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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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vec4 texel = texture(tex, vtf.uv);
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colorOut = vtf.color * texel;
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}
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#vertex hlsl
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struct InstData
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{
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float4 posIn[4] : POSITION;
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float4 uvIn[4] : UV;
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float4 colorIn : COLOR;
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};
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cbuffer TextSupportUniform : register(b0)
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{
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float4x4 mtx;
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float4 color;
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};
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struct VertToFrag
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{
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float4 pos : 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 InstData inst, in uint vertId : SV_VertexID)
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{
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VertToFrag vtf;
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vtf.color = color * inst.colorIn;
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vtf.uv = inst.uvIn[vertId].xy;
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vtf.pos = mul(mtx, float4(inst.posIn[vertId].xyz, 1.0));
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return vtf;
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}
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#fragment hlsl
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struct VertToFrag
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{
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float4 pos : SV_Position;
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float4 color : COLOR;
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float2 uv : UV;
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};
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Texture2D tex : register(t0);
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SamplerState samp : register(s3);
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float4 main(in VertToFrag vtf) : SV_Target0
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{
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float4 texel = tex.Sample(samp, vtf.uv);
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return vtf.color * texel;
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}
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#vertex metal
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struct InstData
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{
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float4 posIn[4];
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float4 uvIn[4];
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float4 colorIn;
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};
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struct TextSupportUniform
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{
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float4x4 mtx;
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float4 color;
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};
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struct VertToFrag
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{
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float4 pos [[ 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 InstData* instArr [[ buffer(1) ]],
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uint vertId [[ vertex_id ]], uint instId [[ instance_id ]],
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constant TextSupportUniform& uData [[ buffer(2) ]])
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{
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VertToFrag vtf;
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constant InstData& inst = instArr[instId];
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vtf.color = uData.color * inst.colorIn;
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vtf.uv = inst.uvIn[vertId].xy;
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vtf.pos = uData.mtx * float4(inst.posIn[vertId].xyz, 1.0);
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return vtf;
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}
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#fragment metal
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struct VertToFrag
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{
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float4 pos [[ position ]];
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float4 color;
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float2 uv;
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};
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fragment float4 fmain(VertToFrag vtf [[ stage_in ]],
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sampler clampSamp [[ sampler(3) ]],
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texture2d<float> tex [[ texture(0) ]])
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{
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float4 texel = tex.sample(clampSamp, vtf.uv);
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return vtf.color * texel;
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}
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#shader CTextSupportShaderImageAdd : CTextSupportShaderImageAlpha
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#srcfac srcalpha
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#dstfac one
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#shader CTextSupportShaderImageAddOverdraw : CTextSupportShaderImageAlpha
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#srcfac one
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#dstfac one
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