#include "SpecterCommon.shader" #shader SpecterTextViewShader #instattribute position4 0 #instattribute position4 1 #instattribute position4 2 #instattribute position4 3 #instattribute modelview 0 #instattribute modelview 1 #instattribute modelview 2 #instattribute modelview 3 #instattribute uv4 0 #instattribute uv4 1 #instattribute uv4 2 #instattribute uv4 3 #instattribute color #srcfac srcalpha #dstfac invsrcalpha #primitive tristrips #depthtest none #depthwrite false #culling none #vertex glsl layout(location=0) in vec3 posIn[4]; layout(location=4) in mat4 mvMtx; layout(location=8) in vec3 uvIn[4]; layout(location=12) in vec4 colorIn; SPECTER_GLSL_VIEW_VERT_BLOCK struct VertToFrag { vec3 uv; vec4 color; }; SBINDING(0) out VertToFrag vtf; void main() { vec3 pos = posIn[gl_VertexID]; vtf.uv = uvIn[gl_VertexID]; vtf.color = colorIn * mulColor; gl_Position = mv * mvMtx * vec4(pos, 1.0); gl_Position = FLIPFROMGL(gl_Position); } #fragment glsl TBINDING0 uniform sampler2DArray fontTex; struct VertToFrag { vec3 uv; vec4 color; }; SBINDING(0) in VertToFrag vtf; layout(location=0) out vec4 colorOut; void main() { colorOut = vtf.color; colorOut.a *= texture(fontTex, vtf.uv).r; } #vertex hlsl struct VertData { float3 posIn[4] : POSITION; float4x4 mvMtx : MODELVIEW; float3 uvIn[4] : UV; float4 colorIn : COLOR; }; SPECTER_HLSL_VIEW_VERT_BLOCK struct VertToFrag { float4 position : SV_Position; float3 uv : UV; float4 color : COLOR; }; VertToFrag main(in VertData v, in uint vertId : SV_VertexID) { VertToFrag vtf; vtf.uv = v.uvIn[vertId]; vtf.color = v.colorIn * mulColor; vtf.position = mul(mv, mul(v.mvMtx, float4(v.posIn[vertId], 1.0))); return vtf; } #fragment hlsl Texture2DArray fontTex : register(t0); SamplerState samp : register(s0); struct VertToFrag { float4 position : SV_Position; float3 uv : UV; float4 color : COLOR; }; float4 main(in VertToFrag vtf) : SV_Target0 { float4 colorOut = vtf.color; colorOut.a *= fontTex.Sample(samp, vtf.uv).r; return colorOut; } #vertex metal struct VertData { float3 posIn[4]; float4x4 mvMtx; float3 uvIn[4]; float4 colorIn; }; SPECTER_METAL_VIEW_VERT_BLOCK struct VertToFrag { float4 position [[ position ]]; float3 uv; float4 color; }; vertex VertToFrag vmain(constant VertData* va [[ buffer(1) ]], uint vertId [[ vertex_id ]], uint instId [[ instance_id ]], constant SpecterViewBlock& view [[ buffer(2) ]]) { VertToFrag vtf; constant VertData& v = va[instId]; vtf.uv = v.uvIn[vertId]; vtf.color = v.colorIn * view.mulColor; vtf.position = view.mv * v.mvMtx * float4(v.posIn[vertId], 1.0); return vtf; } #fragment metal struct VertToFrag { float4 position [[ position ]]; float3 uv; float4 color; }; fragment float4 fmain(VertToFrag vtf [[ stage_in ]], sampler samp [[ sampler(0) ]], texture2d_array fontTex [[ texture(0) ]]) { float4 colorOut = vtf.color; colorOut.a *= fontTex.sample(samp, vtf.uv.xy, vtf.uv.z).r; return colorOut; } #shader SpecterTextViewShaderSubpixel : SpecterTextViewShader #srcfac srccolor1 #dstfac invsrccolor1 #fragment glsl TBINDING0 uniform sampler2DArray fontTex; struct VertToFrag { vec3 uv; vec4 color; }; SBINDING(0) in VertToFrag vtf; layout(location=0, index=0) out vec4 colorOut; layout(location=0, index=1) out vec4 blendOut; void main() { colorOut = vtf.color; blendOut = colorOut.a * texture(fontTex, vtf.uv); } #fragment hlsl Texture2DArray fontTex : register(t0); SamplerState samp : register(s0); struct VertToFrag { float4 position : SV_Position; float3 uv : UV; float4 color : COLOR; }; struct BlendOut { float4 colorOut : SV_Target0; float4 blendOut : SV_Target1; }; BlendOut main(in VertToFrag vtf) { BlendOut ret; ret.colorOut = vtf.color; ret.blendOut = ret.colorOut.a * fontTex.Sample(samp, vtf.uv); return ret; } #fragment metal struct VertToFrag { float4 position [[ position ]]; float3 uv; float4 color; }; struct BlendOut { float4 colorOut : [[ color(0), index(0) ]]; float4 blendOut : [[ color(0), index(1) ]]; }; fragment BlendOut fmain(VertToFrag vtf [[ stage_in ]], sampler samp [[ sampler(0) ]], texture2d_array fontTex [[ texture(0) ]]) { BlendOut ret; ret.colorOut = vtf.color; ret.blendOut = ret.colorOut.a * fontTex.sample(samp, vtf.uv.xy, vtf.uv.z); return ret; }