#shader CThermalHotFilter #attribute position4 #attribute uv4 #srcfac dstalpha #dstfac invdstalpha #primitive tristrips #depthtest none #depthwrite false #culling none #vertex glsl layout(location=0) in vec4 posIn; layout(location=1) in vec4 uvIn; UBINDING0 uniform ThermalHotUniform { vec4 colorReg0; vec4 colorReg1; vec4 colorReg2; }; struct VertToFrag { vec2 sceneUv; }; SBINDING(0) out VertToFrag vtf; void main() { vtf.sceneUv = uvIn.xy; gl_Position = vec4(posIn.xyz, 1.0); } #fragment glsl struct VertToFrag { vec2 sceneUv; }; SBINDING(0) in VertToFrag vtf; layout(location=0) out vec4 colorOut; TBINDING0 uniform sampler2D sceneTex; TBINDING1 uniform sampler2D paletteTex; const vec4 kRGBToYPrime = vec4(0.257, 0.504, 0.098, 0.0); void main() { float sceneSample = dot(texture(sceneTex, vtf.sceneUv), kRGBToYPrime) + 16.0 / 255.0; vec4 colorSample = texture(paletteTex, vec2(sceneSample / 16.0, 0.5)); colorOut = vec4(colorSample.rgb, 0.0); } #vertex hlsl struct VertData { float4 posIn : POSITION; float4 uvIn : UV; }; cbuffer ThermalHotUniform : register(b0) { float4 colorReg0; float4 colorReg1; float4 colorReg2; }; struct VertToFrag { float4 position : SV_Position; float2 sceneUv : UV; }; VertToFrag main(in VertData v) { VertToFrag vtf; vtf.sceneUv = v.uvIn.xy; vtf.sceneUv.y = 1.0 - vtf.sceneUv.y; vtf.position = float4(v.posIn.xyz, 1.0); return vtf; } #fragment hlsl Texture2D sceneTex : register(t0); Texture2D paletteTex : register(t1); SamplerState samp : register(s0); struct VertToFrag { float4 position : SV_Position; float2 sceneUv : UV; }; static const float4 kRGBToYPrime = float4(0.257, 0.504, 0.098, 0.0); float4 main(in VertToFrag vtf) : SV_Target0 { float sceneSample = dot(sceneTex.Sample(samp, vtf.sceneUv), kRGBToYPrime) + 16.0 / 255.0; float4 colorSample = paletteTex.Sample(samp, float2(sceneSample / 16.0, 0.5)); return float4(colorSample.rgb, 0.0); } #vertex metal struct VertData { float4 posIn [[ attribute(0) ]]; float4 uvIn [[ attribute(1) ]]; }; struct ThermalHotUniform { float4 colorReg0; float4 colorReg1; float4 colorReg2; }; struct VertToFrag { float4 position [[ position ]]; float2 sceneUv; }; vertex VertToFrag vmain(VertData v [[ stage_in ]], constant ThermalHotUniform& thu [[ buffer(2) ]]) { VertToFrag vtf; vtf.sceneUv = v.uvIn.xy; vtf.sceneUv.y = 1.0 - vtf.sceneUv.y; vtf.position = float4(v.posIn.xyz, 1.0); return vtf; } #fragment metal struct VertToFrag { float4 position [[ position ]]; float2 sceneUv; }; constant float4 kRGBToYPrime = float4(0.257, 0.504, 0.098, 0.0); fragment float4 fmain(VertToFrag vtf [[ stage_in ]], sampler samp [[ sampler(0) ]], texture2d sceneTex [[ texture(0) ]], texture2d paletteTex [[ texture(1) ]]) { float sceneSample = dot(sceneTex.sample(samp, vtf.sceneUv), kRGBToYPrime) + 16.0 / 255.0; float4 colorSample = paletteTex.sample(samp, float2(sceneSample / 16.0, 0.5)); return float4(colorSample.rgb, 0.0); }