#include "CElementGenShaders.hpp" #include "CElementGen.hpp" #include "CGenDescription.hpp" #include "CElectricDescription.hpp" #include "CSwooshDescription.hpp" #include "Graphics/CModel.hpp" namespace urde { static const char* VS_GLSL_TEX = "#version 330\n" BOO_GLSL_BINDING_HEAD "layout(location=0) in vec4 posIn[4];\n" "layout(location=4) in vec4 colorIn;\n" "layout(location=5) in vec4 uvsIn[4];\n" "\n" "UBINDING0 uniform ParticleUniform\n" "{\n" " mat4 mvp;\n" " vec4 moduColor;\n" "};\n" "\n" "struct VertToFrag\n" "{\n" " vec4 color;\n" " vec2 uv;\n" "};\n" "\n" "SBINDING(0) out VertToFrag vtf;\n" "void main()\n" "{\n" " vtf.color = colorIn * moduColor;\n" " vtf.uv = uvsIn[gl_VertexID].xy;\n" " gl_Position = mvp * posIn[gl_VertexID];\n" "}\n"; static const char* FS_GLSL_TEX = "#version 330\n" BOO_GLSL_BINDING_HEAD "struct VertToFrag\n" "{\n" " vec4 color;\n" " vec2 uv;\n" "};\n" "\n" "SBINDING(0) in VertToFrag vtf;\n" "layout(location=0) out vec4 colorOut;\n" "TBINDING0 uniform sampler2D tex;\n" "void main()\n" "{\n" " colorOut = vtf.color * texture(tex, vtf.uv);\n" "}\n"; static const char* FS_GLSL_TEX_REDTOALPHA = "#version 330\n" BOO_GLSL_BINDING_HEAD "struct VertToFrag\n" "{\n" " vec4 color;\n" " vec2 uv;\n" "};\n" "\n" "SBINDING(0) in VertToFrag vtf;\n" "layout(location=0) out vec4 colorOut;\n" "TBINDING0 uniform sampler2D tex;\n" "void main()\n" "{\n" " colorOut = vtf.color * texture(tex, vtf.uv);\n" " colorOut.a = colorOut.r;\n" "}\n"; static const char* VS_GLSL_INDTEX = "#version 330\n" BOO_GLSL_BINDING_HEAD "layout(location=0) in vec4 posIn[4];\n" "layout(location=4) in vec4 colorIn;\n" "layout(location=5) in vec4 uvsInTexrTind[4];\n" "layout(location=9) in vec4 uvsInScene;\n" "\n" "UBINDING0 uniform ParticleUniform\n" "{\n" " mat4 mvp;\n" " vec4 moduColor;\n" "};\n" "\n" "struct VertToFrag\n" "{\n" " vec4 color;\n" " vec4 uvScene;\n" " vec2 uvTexr;\n" " vec2 uvTind;\n" "};\n" "\n" "SBINDING(0) out VertToFrag vtf;\n" "void main()\n" "{\n" " vtf.color = colorIn * moduColor;\n" " vtf.uvScene = uvsInScene;\n" " vtf.uvTexr = uvsInTexrTind[gl_VertexID].xy;\n" " vtf.uvTind = uvsInTexrTind[gl_VertexID].zw;\n" " gl_Position = mvp * posIn[gl_VertexID];\n" " gl_Position = FLIPFROMGL(gl_Position);\n" "}\n"; static const char* FS_GLSL_INDTEX = "#version 330\n" BOO_GLSL_BINDING_HEAD "struct VertToFrag\n" "{\n" " vec4 color;\n" " vec4 uvScene;\n" " vec2 uvTexr;\n" " vec2 uvTind;\n" "};\n" "\n" "SBINDING(0) in VertToFrag vtf;\n" "layout(location=0) out vec4 colorOut;\n" "TBINDING0 uniform sampler2D texrMap;\n" "TBINDING1 uniform sampler2D sceneMap;\n" "TBINDING2 uniform sampler2D tindMap;\n" "void main()\n" "{\n" " vec2 tindTexel = texture(tindMap, vtf.uvTind).zw;\n" " vec4 sceneTexel = texture(sceneMap, mix(vtf.uvScene.xy, vtf.uvScene.zw, tindTexel));\n" " vec4 texrTexel = texture(texrMap, vtf.uvTexr);\n" " colorOut = vtf.color * sceneTexel + texrTexel;\n" " colorOut.a = vtf.color.a * texrTexel.a;\n" "}\n"; static const char* FS_GLSL_CINDTEX = "#version 330\n" BOO_GLSL_BINDING_HEAD "struct VertToFrag\n" "{\n" " vec4 color;\n" " vec4 uvScene;\n" " vec2 uvTexr;\n" " vec2 uvTind;\n" "};\n" "\n" "SBINDING(0) in VertToFrag vtf;\n" "layout(location=0) out vec4 colorOut;\n" "TBINDING0 uniform sampler2D texrMap;\n" "TBINDING1 uniform sampler2D sceneMap;\n" "TBINDING2 uniform sampler2D tindMap;\n" "void main()\n" "{\n" " vec2 tindTexel = texture(tindMap, vtf.uvTind).zw;\n" " vec4 sceneTexel = texture(sceneMap, mix(vtf.uvScene.xy, vtf.uvScene.zw, tindTexel));\n" " colorOut = vtf.color * sceneTexel * texture(texrMap, vtf.uvTexr);\n" "}\n"; static const char* VS_GLSL_NOTEX = "#version 330\n" BOO_GLSL_BINDING_HEAD "layout(location=0) in vec4 posIn[4];\n" "layout(location=4) in vec4 colorIn;\n" "\n" "UBINDING0 uniform ParticleUniform\n" "{\n" " mat4 mvp;\n" " vec4 moduColor;\n" "};\n" "\n" "struct VertToFrag\n" "{\n" " vec4 color;\n" "};\n" "\n" "SBINDING(0) out VertToFrag vtf;\n" "void main()\n" "{\n" " vtf.color = colorIn * moduColor;\n" " gl_Position = mvp * posIn[gl_VertexID];\n" "}\n"; static const char* FS_GLSL_NOTEX = "#version 330\n" BOO_GLSL_BINDING_HEAD "struct VertToFrag\n" "{\n" " vec4 color;\n" "};\n" "\n" "SBINDING(0) in VertToFrag vtf;\n" "layout(location=0) out vec4 colorOut;\n" "void main()\n" "{\n" " colorOut = vtf.color;\n" "}\n"; struct OGLElementDataBindingFactory : CElementGenShaders::IDataBindingFactory { void BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx, CElementGen& gen, boo::IShaderPipeline* regPipeline, boo::IShaderPipeline* redToAlphaPipeline) { CGenDescription* desc = gen.GetDesc(); boo::IVertexFormat* vtxFmt = nullptr; CUVElement* texr = desc->x54_x40_TEXR.get(); CUVElement* tind = desc->x58_x44_TIND.get(); int texCount = 0; boo::ITexture* textures[3]; if (texr) { textures[0] = texr->GetValueTexture(0).GetObj()->GetBooTexture(); texCount = 1; if (tind) { textures[1] = CGraphics::g_SpareTexture; textures[2] = tind->GetValueTexture(0).GetObj()->GetBooTexture(); texCount = 3; const boo::VertexElementDescriptor TexFmtIndTex[] = { {gen.m_instBuf, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 0}, {gen.m_instBuf, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 1}, {gen.m_instBuf, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 2}, {gen.m_instBuf, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 3}, {gen.m_instBuf, nullptr, boo::VertexSemantic::Color | boo::VertexSemantic::Instanced}, {gen.m_instBuf, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 0}, {gen.m_instBuf, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 1}, {gen.m_instBuf, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 2}, {gen.m_instBuf, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 3}, {gen.m_instBuf, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 4}, }; vtxFmt = ctx.newVertexFormat(10, TexFmtIndTex); } else { const boo::VertexElementDescriptor TexFmtTex[] = { {gen.m_instBuf, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 0}, {gen.m_instBuf, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 1}, {gen.m_instBuf, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 2}, {gen.m_instBuf, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 3}, {gen.m_instBuf, nullptr, boo::VertexSemantic::Color | boo::VertexSemantic::Instanced}, {gen.m_instBuf, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 0}, {gen.m_instBuf, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 1}, {gen.m_instBuf, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 2}, {gen.m_instBuf, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 3} }; vtxFmt = ctx.newVertexFormat(9, TexFmtTex); } } else { const boo::VertexElementDescriptor TexFmtNoTex[] = { {gen.m_instBuf, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 0}, {gen.m_instBuf, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 1}, {gen.m_instBuf, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 2}, {gen.m_instBuf, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 3}, {gen.m_instBuf, nullptr, boo::VertexSemantic::Color | boo::VertexSemantic::Instanced} }; vtxFmt = ctx.newVertexFormat(5, TexFmtNoTex); } boo::IGraphicsBuffer* uniforms[] = {gen.m_uniformBuf}; if (regPipeline) gen.m_normalDataBind = ctx.newShaderDataBinding(regPipeline, vtxFmt, nullptr, gen.m_instBuf, nullptr, 1, uniforms, nullptr, texCount, textures, nullptr, nullptr); if (redToAlphaPipeline) gen.m_redToAlphaDataBind = ctx.newShaderDataBinding(redToAlphaPipeline, vtxFmt, nullptr, gen.m_instBuf, nullptr, 1, uniforms, nullptr, texCount, textures, nullptr, nullptr); } }; static const char* UniNames[] = {"ParticleUniform"}; static const char* TexNames[] = {"tex"}; static const char* TindTexNames[] = {"texrMap", "sceneMap", "tindMap"}; CElementGenShaders::IDataBindingFactory* CElementGenShaders::Initialize(boo::GLDataFactory::Context& ctx) { m_texZTestZWrite = ctx.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX, 1, TexNames, 1, UniNames, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, boo::ZTest::LEqual, true, true, false, boo::CullMode::None); m_texNoZTestZWrite = ctx.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX, 1, TexNames, 1, UniNames, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, boo::ZTest::None, true, true, false, boo::CullMode::None); m_texZTestNoZWrite = ctx.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX, 1, TexNames, 1, UniNames, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, boo::ZTest::LEqual, false, true, false, boo::CullMode::None); m_texNoZTestNoZWrite = ctx.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX, 1, TexNames, 1, UniNames, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, boo::ZTest::None, false, true, false, boo::CullMode::None); m_texAdditiveZTest = ctx.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX, 1, TexNames, 1, UniNames, boo::BlendFactor::SrcAlpha, boo::BlendFactor::One, boo::Primitive::TriStrips, boo::ZTest::LEqual, false, true, false, boo::CullMode::None); m_texAdditiveNoZTest = ctx.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX, 1, TexNames, 1, UniNames, boo::BlendFactor::SrcAlpha, boo::BlendFactor::One, boo::Primitive::TriStrips, boo::ZTest::None, false, true, false, boo::CullMode::None); m_texRedToAlphaZTest = ctx.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX_REDTOALPHA, 1, TexNames, 1, UniNames, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, boo::ZTest::LEqual, false, true, false, boo::CullMode::None); m_texRedToAlphaNoZTest = ctx.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX_REDTOALPHA, 1, TexNames, 1, UniNames, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, boo::ZTest::None, false, true, false, boo::CullMode::None); m_indTexZWrite = ctx.newShaderPipeline(VS_GLSL_INDTEX, FS_GLSL_INDTEX, 3, TindTexNames, 1, UniNames, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, boo::ZTest::None, true, true, false, boo::CullMode::None); m_indTexNoZWrite = ctx.newShaderPipeline(VS_GLSL_INDTEX, FS_GLSL_INDTEX, 3, TindTexNames, 1, UniNames, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, boo::ZTest::None, false, true, false, boo::CullMode::None); m_indTexAdditive = ctx.newShaderPipeline(VS_GLSL_INDTEX, FS_GLSL_INDTEX, 3, TindTexNames, 1, UniNames, boo::BlendFactor::SrcAlpha, boo::BlendFactor::One, boo::Primitive::TriStrips, boo::ZTest::None, true, true, false, boo::CullMode::None); m_cindTexZWrite = ctx.newShaderPipeline(VS_GLSL_INDTEX, FS_GLSL_CINDTEX, 3, TindTexNames, 1, UniNames, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, boo::ZTest::None, true, true, false, boo::CullMode::None); m_cindTexNoZWrite = ctx.newShaderPipeline(VS_GLSL_INDTEX, FS_GLSL_CINDTEX, 3, TindTexNames, 1, UniNames, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, boo::ZTest::None, false, true, false, boo::CullMode::None); m_cindTexAdditive = ctx.newShaderPipeline(VS_GLSL_INDTEX, FS_GLSL_CINDTEX, 3, TindTexNames, 1, UniNames, boo::BlendFactor::SrcAlpha, boo::BlendFactor::One, boo::Primitive::TriStrips, boo::ZTest::None, true, true, false, boo::CullMode::None); m_noTexZTestZWrite = ctx.newShaderPipeline(VS_GLSL_NOTEX, FS_GLSL_NOTEX, 0, nullptr, 1, UniNames, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, boo::ZTest::LEqual, true, true, false, boo::CullMode::None); m_noTexNoZTestZWrite = ctx.newShaderPipeline(VS_GLSL_NOTEX, FS_GLSL_NOTEX, 0, nullptr, 1, UniNames, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, boo::ZTest::None, true, true, false, boo::CullMode::None); m_noTexZTestNoZWrite = ctx.newShaderPipeline(VS_GLSL_NOTEX, FS_GLSL_NOTEX, 0, nullptr, 1, UniNames, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, boo::ZTest::LEqual, false, true, false, boo::CullMode::None); m_noTexNoZTestNoZWrite = ctx.newShaderPipeline(VS_GLSL_NOTEX, FS_GLSL_NOTEX, 0, nullptr, 1, UniNames, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, boo::ZTest::None, false, true, false, boo::CullMode::None); m_noTexAdditiveZTest = ctx.newShaderPipeline(VS_GLSL_NOTEX, FS_GLSL_NOTEX, 0, nullptr, 1, UniNames, boo::BlendFactor::SrcAlpha, boo::BlendFactor::One, boo::Primitive::TriStrips, boo::ZTest::LEqual, false, true, false, boo::CullMode::None); m_noTexAdditiveNoZTest = ctx.newShaderPipeline(VS_GLSL_NOTEX, FS_GLSL_NOTEX, 0, nullptr, 1, UniNames, boo::BlendFactor::SrcAlpha, boo::BlendFactor::One, boo::Primitive::TriStrips, boo::ZTest::None, false, true, false, boo::CullMode::None); return new struct OGLElementDataBindingFactory; } #if BOO_HAS_VULKAN struct VulkanElementDataBindingFactory : CElementGenShaders::IDataBindingFactory { void BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx, CElementGen& gen, boo::IShaderPipeline* regPipeline, boo::IShaderPipeline* redToAlphaPipeline) { CGenDescription* desc = gen.GetDesc(); CUVElement* texr = desc->x54_x40_TEXR.get(); CUVElement* tind = desc->x58_x44_TIND.get(); int texCount = 0; boo::ITexture* textures[3]; if (texr) { textures[0] = texr->GetValueTexture(0).GetObj()->GetBooTexture(); texCount = 1; if (tind) { textures[1] = CGraphics::g_SpareTexture; textures[2] = tind->GetValueTexture(0).GetObj()->GetBooTexture(); texCount = 3; } } boo::IGraphicsBuffer* uniforms[] = {gen.m_uniformBuf}; if (regPipeline) gen.m_normalDataBind = ctx.newShaderDataBinding(regPipeline, nullptr, nullptr, gen.m_instBuf, nullptr, 1, uniforms, nullptr, texCount, textures, nullptr, nullptr); if (redToAlphaPipeline) gen.m_redToAlphaDataBind = ctx.newShaderDataBinding(redToAlphaPipeline, nullptr, nullptr, gen.m_instBuf, nullptr, 1, uniforms, nullptr, texCount, textures, nullptr, nullptr); } }; CElementGenShaders::IDataBindingFactory* CElementGenShaders::Initialize(boo::VulkanDataFactory::Context& ctx) { static const boo::VertexElementDescriptor TexFmtTex[] = { {nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 0}, {nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 1}, {nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 2}, {nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 3}, {nullptr, nullptr, boo::VertexSemantic::Color | boo::VertexSemantic::Instanced}, {nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 0}, {nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 1}, {nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 2}, {nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 3} }; m_vtxFormatTex = ctx.newVertexFormat(9, TexFmtTex); static const boo::VertexElementDescriptor TexFmtIndTex[] = { {nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 0}, {nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 1}, {nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 2}, {nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 3}, {nullptr, nullptr, boo::VertexSemantic::Color | boo::VertexSemantic::Instanced}, {nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 0}, {nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 1}, {nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 2}, {nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 3}, {nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 4}, {nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 5}, {nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 6}, {nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 7} }; m_vtxFormatIndTex = ctx.newVertexFormat(13, TexFmtIndTex); static const boo::VertexElementDescriptor TexFmtNoTex[] = { {nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 0}, {nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 1}, {nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 2}, {nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 3}, {nullptr, nullptr, boo::VertexSemantic::Color | boo::VertexSemantic::Instanced} }; m_vtxFormatNoTex = ctx.newVertexFormat(5, TexFmtNoTex); m_texZTestZWrite = ctx.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX, m_vtxFormatTex, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, boo::ZTest::LEqual, true, true, false, boo::CullMode::None); m_texNoZTestZWrite = ctx.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX, m_vtxFormatTex, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, boo::ZTest::None, true, true, false, boo::CullMode::None); m_texZTestNoZWrite = ctx.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX, m_vtxFormatTex, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, boo::ZTest::LEqual, false, true, false, boo::CullMode::None); m_texNoZTestNoZWrite = ctx.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX, m_vtxFormatTex, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, boo::ZTest::None, false, true, false, boo::CullMode::None); m_texAdditiveZTest = ctx.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX, m_vtxFormatTex, boo::BlendFactor::SrcAlpha, boo::BlendFactor::One, boo::Primitive::TriStrips, boo::ZTest::LEqual, false, true, false, boo::CullMode::None); m_texAdditiveNoZTest = ctx.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX, m_vtxFormatTex, boo::BlendFactor::SrcAlpha, boo::BlendFactor::One, boo::Primitive::TriStrips, boo::ZTest::None, false, true, false, boo::CullMode::None); m_texRedToAlphaZTest = ctx.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX_REDTOALPHA, m_vtxFormatTex, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, boo::ZTest::LEqual, false, true, false, boo::CullMode::None); m_texRedToAlphaNoZTest = ctx.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX_REDTOALPHA, m_vtxFormatTex, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, boo::ZTest::None, false, true, false, boo::CullMode::None); m_indTexZWrite = ctx.newShaderPipeline(VS_GLSL_INDTEX, FS_GLSL_INDTEX, m_vtxFormatIndTex, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, boo::ZTest::LEqual, true, true, false, boo::CullMode::None); m_indTexNoZWrite = ctx.newShaderPipeline(VS_GLSL_INDTEX, FS_GLSL_INDTEX, m_vtxFormatIndTex, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, boo::ZTest::LEqual, false, true, false, boo::CullMode::None); m_indTexAdditive = ctx.newShaderPipeline(VS_GLSL_INDTEX, FS_GLSL_INDTEX, m_vtxFormatIndTex, boo::BlendFactor::SrcAlpha, boo::BlendFactor::One, boo::Primitive::TriStrips, boo::ZTest::LEqual, true, true, false, boo::CullMode::None); m_cindTexZWrite = ctx.newShaderPipeline(VS_GLSL_INDTEX, FS_GLSL_CINDTEX, m_vtxFormatIndTex, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, boo::ZTest::LEqual, true, true, false, boo::CullMode::None); m_cindTexNoZWrite = ctx.newShaderPipeline(VS_GLSL_INDTEX, FS_GLSL_CINDTEX, m_vtxFormatIndTex, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, boo::ZTest::LEqual, false, true, false, boo::CullMode::None); m_cindTexAdditive = ctx.newShaderPipeline(VS_GLSL_INDTEX, FS_GLSL_CINDTEX, m_vtxFormatIndTex, boo::BlendFactor::SrcAlpha, boo::BlendFactor::One, boo::Primitive::TriStrips, boo::ZTest::LEqual, true, true, false, boo::CullMode::None); m_noTexZTestZWrite = ctx.newShaderPipeline(VS_GLSL_NOTEX, FS_GLSL_NOTEX, m_vtxFormatNoTex, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, boo::ZTest::LEqual, true, true, false, boo::CullMode::None); m_noTexNoZTestZWrite = ctx.newShaderPipeline(VS_GLSL_NOTEX, FS_GLSL_NOTEX, m_vtxFormatNoTex, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, boo::ZTest::None, true, true, false, boo::CullMode::None); m_noTexZTestNoZWrite = ctx.newShaderPipeline(VS_GLSL_NOTEX, FS_GLSL_NOTEX, m_vtxFormatNoTex, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, boo::ZTest::LEqual, false, true, false, boo::CullMode::None); m_noTexNoZTestNoZWrite = ctx.newShaderPipeline(VS_GLSL_NOTEX, FS_GLSL_NOTEX, m_vtxFormatNoTex, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, boo::ZTest::None, false, true, false, boo::CullMode::None); m_noTexAdditiveZTest = ctx.newShaderPipeline(VS_GLSL_NOTEX, FS_GLSL_NOTEX, m_vtxFormatNoTex, boo::BlendFactor::SrcAlpha, boo::BlendFactor::One, boo::Primitive::TriStrips, boo::ZTest::LEqual, false, true, false, boo::CullMode::None); m_noTexAdditiveNoZTest = ctx.newShaderPipeline(VS_GLSL_NOTEX, FS_GLSL_NOTEX, m_vtxFormatNoTex, boo::BlendFactor::SrcAlpha, boo::BlendFactor::One, boo::Primitive::TriStrips, boo::ZTest::None, false, true, false, boo::CullMode::None); return new struct VulkanElementDataBindingFactory; } #endif }