#shader CLineRendererShaderTexAlpha #attribute position4 #attribute color #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 colorIn; layout(location=2) in vec4 uvIn; UBINDING0 uniform LineUniform { vec4 moduColor; }; struct VertToFrag { vec4 color; vec2 uv; }; SBINDING(0) out VertToFrag vtf; void main() { vtf.color = colorIn * moduColor; vtf.uv = uvIn.xy; gl_Position = posIn; } #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 colorIn : COLOR; float4 uvIn : UV; }; cbuffer LineUniform : register(b0) { float4 moduColor; }; struct VertToFrag { float4 position : SV_Position; float4 color : COLOR; float2 uv : UV; }; VertToFrag main(in VertData v) { VertToFrag vtf; vtf.color = v.colorIn * moduColor; vtf.uv = v.uvIn.xy; vtf.position = v.posIn; return vtf; } #fragment hlsl SamplerState samp : register(s0); Texture2D tex0 : register(t0); struct VertToFrag { float4 position : SV_Position; float4 color : COLOR; float2 uv : UV; }; float4 main(in VertToFrag vtf) : SV_Target0 { return vtf.color * tex0.Sample(samp, vtf.uv); } #vertex metal struct VertData { float4 posIn; float4 colorIn; float4 uvIn; }; struct LineUniform { float4 moduColor; }; struct VertToFrag { float4 position [[ position ]]; float4 color; float2 uv; }; vertex VertToFrag vmain(constant VertData* va [[ buffer(0) ]], uint vertId [[ vertex_id ]], constant LineUniform& line [[ buffer(2) ]]) { VertToFrag vtf; constant VertData& v = va[vertId]; vtf.color = v.colorIn * line.moduColor; vtf.uv = v.uvIn.xy; vtf.position = v.posIn; return vtf; } #fragment metal struct VertToFrag { float4 position [[ position ]]; float4 color; float2 uv; }; fragment float4 fmain(VertToFrag vtf [[ stage_in ]], sampler samp [[ sampler(0) ]], texture2d tex0 [[ texture(0) ]]) { return vtf.color * tex0.sample(samp, vtf.uv); } #shader CLineRendererShaderTexAdditive : CLineRendererShaderTexAlpha #srcfac srcalpha #dstfac one #depthtest none #shader CLineRendererShaderTexAlphaZ : CLineRendererShaderTexAlpha #srcfac srcalpha #dstfac invsrcalpha #depthtest lequal #shader CLineRendererShaderTexAdditiveZ : CLineRendererShaderTexAlpha #srcfac srcalpha #dstfac one #depthtest lequal #shader CLineRendererShaderNoTexAlpha #attribute position4 #attribute color #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 colorIn; UBINDING0 uniform LineUniform { vec4 moduColor; }; struct VertToFrag { vec4 color; }; SBINDING(0) out VertToFrag vtf; void main() { vtf.color = colorIn * moduColor; gl_Position = posIn; } #fragment glsl struct VertToFrag { vec4 color; }; SBINDING(0) in VertToFrag vtf; layout(location=0) out vec4 colorOut; void main() { colorOut = vtf.color; } #vertex hlsl struct VertData { float4 posIn : POSITION; float4 colorIn : COLOR; }; cbuffer LineUniform : register(b0) { float4 moduColor; }; struct VertToFrag { float4 position : SV_Position; float4 color : COLOR; }; VertToFrag main(in VertData v) { VertToFrag vtf; vtf.color = v.colorIn * moduColor; vtf.position = v.posIn; return vtf; } #fragment hlsl struct VertToFrag { float4 position : SV_Position; float4 color : COLOR; }; float4 main(in VertToFrag vtf) : SV_Target0 { return vtf.color; } #vertex metal struct VertData { float4 posIn; float4 colorIn; }; struct LineUniform { float4 moduColor; }; struct VertToFrag { float4 position [[ position ]]; float4 color; }; vertex VertToFrag vmain(constant VertData* va [[ buffer(0) ]], uint vertId [[ vertex_id ]], constant LineUniform& line [[ buffer(2) ]]) { VertToFrag vtf; constant VertData& v = va[vertId]; vtf.color = v.colorIn * line.moduColor; vtf.position = v.posIn; return vtf; } #fragment metal struct VertToFrag { float4 position [[ position ]]; float4 color; }; fragment float4 fmain(VertToFrag vtf [[ stage_in ]]) { return vtf.color; } #shader CLineRendererShaderNoTexAdditive : CLineRendererShaderNoTexAlpha #srcfac srcalpha #dstfac one #depthtest none #shader CLineRendererShaderNoTexAlphaZ : CLineRendererShaderNoTexAlpha #srcfac srcalpha #dstfac invsrcalpha #depthtest lequal #shader CLineRendererShaderNoTexAdditiveZ : CLineRendererShaderNoTexAlpha #srcfac srcalpha #dstfac one #depthtest lequal #shader CLineRendererShaderNoTexAlphaZGEqual : CLineRendererShaderNoTexAlpha #srcfac srcalpha #dstfac invsrcalpha #depthtest gequal