#shader CNESShader #attribute position4 #attribute uv4 #srcfac srcalpha #dstfac invsrcalpha #primitive tristrips #depthtest none #depthwrite false #culling none #vertex glsl layout(location=0) in vec4 posIn; layout(location=1) in vec4 uvIn; UBINDING0 uniform TexuredQuadUniform { mat4 mtx; vec4 color; }; struct VertToFrag { vec4 color; vec2 uv; }; SBINDING(0) out VertToFrag vtf; void main() { vtf.color = color; vtf.uv = uvIn.xy; gl_Position = mtx * vec4(posIn.xyz, 1.0); } #fragment glsl struct VertToFrag { vec4 color; vec2 uv; }; SBINDING(0) in VertToFrag vtf; layout(location=0) out vec4 colorOut; TBINDING0 uniform sampler2D tex; void main() { colorOut = vtf.color * texture(tex, vtf.uv); } #vertex hlsl struct VertData { float4 posIn : POSITION; float4 uvIn : UV; }; cbuffer TexuredQuadUniform : register(b0) { float4x4 mat; float4 color; }; struct VertToFrag { float4 position : SV_Position; float4 color : COLOR; float2 uv : UV; }; VertToFrag main(in VertData v) { VertToFrag vtf; vtf.color = color; vtf.uv = v.uvIn.xy; vtf.position = mul(mat, float4(v.posIn.xyz, 1.0)); return vtf; } #fragment hlsl struct VertToFrag { float4 position : SV_Position; float4 color : COLOR; float2 uv : UV; }; Texture2D tex : register(t0); SamplerState samp : register(s4); float4 main(in VertToFrag vtf) : SV_Target0 { return vtf.color * tex.Sample(samp, vtf.uv); } #vertex metal struct VertData { float4 posIn [[ attribute(0) ]]; float4 uvIn [[ attribute(1) ]]; }; struct TexuredQuadUniform { float4x4 mat; float4 color; }; struct VertToFrag { float4 position [[ position ]]; float4 color; float2 uv; }; vertex VertToFrag vmain(VertData v [[ stage_in ]], constant TexuredQuadUniform& tqu [[ buffer(2) ]]) { VertToFrag vtf; vtf.color = tqu.color; vtf.uv = v.uvIn.xy; vtf.position = tqu.mat * float4(v.posIn.xyz, 1.0); return vtf; } #fragment metal struct VertToFrag { float4 position [[ position ]]; float4 color; float2 uv; }; fragment float4 fmain(VertToFrag vtf [[ stage_in ]], sampler clampSamp [[ sampler(4) ]], texture2d tex [[ texture(0) ]]) { return vtf.color * tex.sample(clampSamp, vtf.uv); }