#shader CElementGenShaderTexZTestZWrite #instattribute position4 0 #instattribute position4 1 #instattribute position4 2 #instattribute position4 3 #instattribute color #instattribute uv4 0 #instattribute uv4 1 #instattribute uv4 2 #instattribute uv4 3 #srcfac srcalpha #dstfac invsrcalpha #primitive tristrips #depthtest lequal #depthwrite true #culling none #vertex glsl layout(location=0) in vec4 posIn[4]; layout(location=4) in vec4 colorIn; layout(location=5) in vec4 uvsIn[4]; UBINDING0 uniform ParticleUniform { mat4 mvp; vec4 moduColor; }; struct VertToFrag { vec4 color; vec2 uv; }; SBINDING(0) out VertToFrag vtf; void main() { vec4 pos = posIn[gl_VertexID]; vtf.color = colorIn * moduColor; vtf.uv = uvsIn[gl_VertexID].xy; gl_Position = mvp * pos; } #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[4] : POSITION; float4 colorIn : COLOR; float4 uvsIn[4] : UV; }; cbuffer ParticleUniform : register(b0) { float4x4 mvp; float4 moduColor; }; struct VertToFrag { float4 position : SV_Position; float4 color : COLOR; float2 uv : UV; }; VertToFrag main(in VertData v, in uint vertId : SV_VertexID) { VertToFrag vtf; vtf.color = v.colorIn * moduColor; vtf.uv = v.uvsIn[vertId].xy; vtf.position = mul(mvp, v.posIn[vertId]); 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[4]; float4 colorIn; float4 uvsIn[4]; }; struct ParticleUniform { float4x4 mvp; float4 moduColor; }; struct VertToFrag { float4 position [[ position ]]; float4 color; float2 uv; }; vertex VertToFrag vmain(constant VertData* va [[ buffer(1) ]], uint vertId [[ vertex_id ]], uint instId [[ instance_id ]], constant ParticleUniform& particle [[ buffer(2) ]]) { VertToFrag vtf; constant VertData& v = va[instId]; vtf.color = v.colorIn * particle.moduColor; vtf.uv = v.uvsIn[vertId].xy; vtf.position = particle.mvp * v.posIn[vertId]; 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 CElementGenShaderTexNoZTestZWrite : CElementGenShaderTexZTestZWrite #depthtest none #depthwrite true #shader CElementGenShaderTexZTestNoZWrite : CElementGenShaderTexZTestZWrite #depthtest lequal #depthwrite false #shader CElementGenShaderTexNoZTestNoZWrite : CElementGenShaderTexZTestZWrite #depthtest none #depthwrite false #shader CElementGenShaderTexAdditiveZTest : CElementGenShaderTexZTestZWrite #srcfac srcalpha #dstfac one #depthtest lequal #depthwrite false #shader CElementGenShaderTexAdditiveNoZTest : CElementGenShaderTexZTestZWrite #srcfac srcalpha #dstfac one #depthtest none #depthwrite false #shader CElementGenShaderTexZTestNoZWriteSub : CElementGenShaderTexZTestZWrite #srcfac subtract #dstfac subtract #depthtest lequal #depthwrite false #shader CElementGenShaderTexNoZTestNoZWriteSub : CElementGenShaderTexZTestZWrite #srcfac subtract #dstfac subtract #depthtest none #depthwrite false #shader CElementGenShaderTexRedToAlphaZTest : CElementGenShaderTexZTestZWrite #srcfac srcalpha #dstfac invsrcalpha #depthtest lequal #depthwrite false #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; colorOut.a = texture(tex, vtf.uv).r; } #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 float4(vtf.color.rgb, tex0.Sample(samp, vtf.uv).r); } #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 float4(vtf.color.rgb, tex0.sample(samp, vtf.uv).r); } #shader CElementGenShaderTexRedToAlphaNoZTest : CElementGenShaderTexRedToAlphaZTest #depthtest none #shader CElementGenShaderTexRedToAlphaZTestSub : CElementGenShaderTexRedToAlphaZTest #srcfac subtract #dstfac subtract #depthtest lequal #shader CElementGenShaderTexRedToAlphaNoZTestSub : CElementGenShaderTexRedToAlphaZTest #srcfac subtract #dstfac subtract #depthtest none #shader CElementGenShaderIndTexZWrite #instattribute position4 0 #instattribute position4 1 #instattribute position4 2 #instattribute position4 3 #instattribute color #instattribute uv4 0 #instattribute uv4 1 #instattribute uv4 2 #instattribute uv4 3 #instattribute uv4 4 #srcfac srcalpha #dstfac invsrcalpha #depthtest none #depthwrite true #vertex glsl layout(location=0) in vec4 posIn[4]; layout(location=4) in vec4 colorIn; layout(location=5) in vec4 uvsInTexrTind[4]; layout(location=9) in vec4 uvsInScene; UBINDING0 uniform ParticleUniform { mat4 mvp; vec4 moduColor; }; struct VertToFrag { vec4 color; vec4 uvScene; vec2 uvTexr; vec2 uvTind; }; SBINDING(0) out VertToFrag vtf; void main() { vec4 pos = posIn[gl_VertexID]; vtf.color = colorIn * moduColor; vtf.uvScene = uvsInScene; vtf.uvTexr = uvsInTexrTind[gl_VertexID].xy; vtf.uvTind = uvsInTexrTind[gl_VertexID].zw; gl_Position = mvp * pos; } #fragment glsl struct VertToFrag { vec4 color; vec4 uvScene; vec2 uvTexr; vec2 uvTind; }; SBINDING(0) in VertToFrag vtf; layout(location=0) out vec4 colorOut; TBINDING0 uniform sampler2D texrMap; TBINDING1 uniform sampler2D sceneMap; TBINDING2 uniform sampler2D tindMap; void main() { vec2 tindTexel = texture(tindMap, vtf.uvTind).zw; vec4 sceneTexel = texture(sceneMap, mix(vtf.uvScene.xy, vtf.uvScene.zw, tindTexel)); vec4 texrTexel = texture(texrMap, vtf.uvTexr); colorOut = vtf.color * vec4(sceneTexel.rgb, 1.0) + texrTexel; colorOut.a = vtf.color.a * texrTexel.a; } #vertex hlsl struct VertData { float4 posIn[4] : POSITION; float4 colorIn : COLOR; float4 uvsInTexrTind[4] : UV0; float4 uvsInScene : UV4; }; cbuffer ParticleUniform : register(b0) { float4x4 mvp; float4 moduColor; }; struct VertToFrag { float4 position : SV_Position; float4 color : COLOR; float4 uvScene : UV0; float2 uvTexr : UV1; float2 uvTind : UV2; }; VertToFrag main(in VertData v, in uint vertId : SV_VertexID) { VertToFrag vtf; vtf.color = v.colorIn * moduColor; vtf.uvScene = v.uvsInScene; vtf.uvScene.y = 1.0 - vtf.uvScene.y; vtf.uvScene.w = 1.0 - vtf.uvScene.w; vtf.uvTexr = v.uvsInTexrTind[vertId].xy; vtf.uvTind = v.uvsInTexrTind[vertId].zw; vtf.position = mul(mvp, v.posIn[vertId]); return vtf; } #fragment hlsl SamplerState samp : register(s0); Texture2D tex0 : register(t0); Texture2D tex1 : register(t1); Texture2D tex2 : register(t2); struct VertToFrag { float4 position : SV_Position; float4 color : COLOR; float4 uvScene : UV0; float2 uvTexr : UV1; float2 uvTind : UV2; }; float4 main(in VertToFrag vtf) : SV_Target0 { float2 tindTexel = tex2.Sample(samp, vtf.uvTind).zw; float4 sceneTexel = tex1.Sample(samp, lerp(vtf.uvScene.xy, vtf.uvScene.zw, tindTexel)); float4 texrTexel = tex0.Sample(samp, vtf.uvTexr); float4 colorOut = vtf.color * float4(sceneTexel.rgb, 1.0) + texrTexel; colorOut.a = vtf.color.a * texrTexel.a; return colorOut; } #vertex metal struct VertData { float4 posIn[4]; float4 colorIn; float4 uvsInTexrTind[4]; float4 uvsInScene; }; struct ParticleUniform { float4x4 mvp; float4 moduColor; }; struct VertToFrag { float4 position [[ position ]]; float4 color; float4 uvScene; float2 uvTexr; float2 uvTind; }; vertex VertToFrag vmain(constant VertData* va [[ buffer(1) ]], uint vertId [[ vertex_id ]], uint instId [[ instance_id ]], constant ParticleUniform& particle [[ buffer(2) ]]) { VertToFrag vtf; constant VertData& v = va[instId]; vtf.color = v.colorIn * particle.moduColor; vtf.uvScene = v.uvsInScene; vtf.uvScene.y = 1.0 - vtf.uvScene.y; vtf.uvScene.w = 1.0 - vtf.uvScene.w; vtf.uvTexr = v.uvsInTexrTind[vertId].xy; vtf.uvTind = v.uvsInTexrTind[vertId].zw; vtf.position = particle.mvp * v.posIn[vertId]; return vtf; } #fragment metal struct VertToFrag { float4 position [[ position ]]; float4 color; float4 uvScene; float2 uvTexr; float2 uvTind; }; fragment float4 fmain(VertToFrag vtf [[ stage_in ]], sampler samp [[ sampler(0) ]], texture2d tex0 [[ texture(0) ]], texture2d tex1 [[ texture(1) ]], texture2d tex2 [[ texture(2) ]]) { float2 tindTexel = tex2.sample(samp, vtf.uvTind).ba; float4 sceneTexel = tex1.sample(samp, mix(vtf.uvScene.xy, vtf.uvScene.zw, tindTexel)); float4 texrTexel = tex0.sample(samp, vtf.uvTexr); float4 colr = vtf.color * float4(sceneTexel.rgb, 1.0) + texrTexel; return float4(colr.rgb, vtf.color.a * texrTexel.a); } #shader CElementGenShaderIndTexNoZWrite : CElementGenShaderIndTexZWrite #depthwrite false #shader CElementGenShaderIndTexAdditive : CElementGenShaderIndTexZWrite #depthwrite true #srcfac srcalpha #dstfac one #shader CElementGenShaderCindTexZWrite : CElementGenShaderIndTexZWrite #srcfac srcalpha #dstfac invsrcalpha #depthtest none #depthwrite true #fragment glsl struct VertToFrag { vec4 color; vec4 uvScene; vec2 uvTexr; vec2 uvTind; }; SBINDING(0) in VertToFrag vtf; layout(location=0) out vec4 colorOut; TBINDING0 uniform sampler2D texrMap; TBINDING1 uniform sampler2D sceneMap; TBINDING2 uniform sampler2D tindMap; void main() { vec2 tindTexel = texture(tindMap, vtf.uvTind).zw; vec4 sceneTexel = texture(sceneMap, mix(vtf.uvScene.xy, vtf.uvScene.zw, tindTexel)); colorOut = vtf.color * vec4(sceneTexel.rgb, 1.0) * texture(texrMap, vtf.uvTexr); } #fragment hlsl SamplerState samp : register(s0); Texture2D tex0 : register(t0); Texture2D tex1 : register(t1); Texture2D tex2 : register(t2); struct VertToFrag { float4 position : SV_Position; float4 color : COLOR; float4 uvScene : UV0; float2 uvTexr : UV1; float2 uvTind : UV2; }; float4 main(in VertToFrag vtf) : SV_Target0 { float2 tindTexel = tex2.Sample(samp, vtf.uvTind).ba; float4 sceneTexel = tex1.Sample(samp, lerp(vtf.uvScene.xy, vtf.uvScene.zw, tindTexel)); return vtf.color * float4(sceneTexel.rgb, 1.0) * tex0.Sample(samp, vtf.uvTexr); } #fragment metal struct VertToFrag { float4 position [[ position ]]; float4 color; float4 uvScene; float2 uvTexr; float2 uvTind; }; fragment float4 fmain(VertToFrag vtf [[ stage_in ]], sampler samp [[ sampler(0) ]], texture2d tex0 [[ texture(0) ]], texture2d tex1 [[ texture(1) ]], texture2d tex2 [[ texture(2) ]]) { float2 tindTexel = tex2.sample(samp, vtf.uvTind).ba; float4 sceneTexel = tex1.sample(samp, mix(vtf.uvScene.xy, vtf.uvScene.zw, tindTexel)); return vtf.color * float4(sceneTexel.rgb, 1.0) * tex0.sample(samp, vtf.uvTexr); } #shader CElementGenShaderCindTexNoZWrite : CElementGenShaderCindTexZWrite #depthwrite false #shader CElementGenShaderCindTexAdditive : CElementGenShaderCindTexZWrite #depthwrite true #srcfac srcalpha #dstfac one #shader CElementGenShaderNoTexZTestZWrite #instattribute position4 0 #instattribute position4 1 #instattribute position4 2 #instattribute position4 3 #instattribute color #srcfac srcalpha #dstfac invsrcalpha #primitive tristrips #depthtest lequal #depthwrite true #culling none #vertex glsl layout(location=0) in vec4 posIn[4]; layout(location=4) in vec4 colorIn; UBINDING0 uniform ParticleUniform { mat4 mvp; vec4 moduColor; }; struct VertToFrag { vec4 color; }; SBINDING(0) out VertToFrag vtf; void main() { vec4 pos = posIn[gl_VertexID]; vtf.color = colorIn * moduColor; gl_Position = mvp * pos; } #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[4] : POSITION; float4 colorIn : COLOR; }; cbuffer ParticleUniform : register(b0) { float4x4 mvp; float4 moduColor; }; struct VertToFrag { float4 position : SV_Position; float4 color : COLOR; }; VertToFrag main(in VertData v, in uint vertId : SV_VertexID) { VertToFrag vtf; vtf.color = v.colorIn * moduColor; vtf.position = mul(mvp, v.posIn[vertId]); 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[4]; float4 colorIn; }; struct ParticleUniform { float4x4 mvp; float4 moduColor; }; struct VertToFrag { float4 position [[ position ]]; float4 color; }; vertex VertToFrag vmain(constant VertData* va [[ buffer(1) ]], uint vertId [[ vertex_id ]], uint instId [[ instance_id ]], constant ParticleUniform& particle [[ buffer(2) ]]) { VertToFrag vtf; constant VertData& v = va[instId]; vtf.color = v.colorIn * particle.moduColor; vtf.position = particle.mvp * v.posIn[vertId]; return vtf; } #fragment metal struct VertToFrag { float4 position [[ position ]]; float4 color; }; fragment float4 fmain(VertToFrag vtf [[ stage_in ]]) { return vtf.color; } #shader CElementGenShaderNoTexNoZTestZWrite : CElementGenShaderNoTexZTestZWrite #depthtest none #depthwrite true #shader CElementGenShaderNoTexZTestNoZWrite : CElementGenShaderNoTexZTestZWrite #depthtest lequal #depthwrite false #shader CElementGenShaderNoTexNoZTestNoZWrite : CElementGenShaderNoTexZTestZWrite #depthtest none #depthwrite false #shader CElementGenShaderNoTexAdditiveZTest : CElementGenShaderNoTexZTestZWrite #srcfac srcalpha #dstfac one #depthtest lequal #depthwrite false #shader CElementGenShaderNoTexAdditiveNoZTest : CElementGenShaderNoTexZTestZWrite #srcfac srcalpha #dstfac one #depthtest none #depthwrite false