#shader CFogVolumePlaneShader0 #attribute position4 #srcfac zero #dstfac zero #primitive tristrips #depthtest lequal #depthwrite true #colorwrite false #culling frontface #vertex glsl layout(location=0) in vec4 posIn; void main() { gl_Position = posIn; } #fragment glsl layout(location=0) out vec4 colorOut; void main() { colorOut = vec4(1.0); } #vertex hlsl struct VertData { float4 posIn : POSITION; }; float4 main(in VertData v) : SV_Position { return v.posIn; } #fragment hlsl float4 main() : SV_Target0 { return float4(1.0, 1.0, 1.0, 1.0); } #vertex metal struct VertData { float4 posIn [[ attribute(0) ]]; }; struct VertToFrag { float4 position [[ position ]]; }; vertex VertToFrag vmain(VertData v [[ stage_in ]]) { VertToFrag vtf; vtf.position = v.posIn; return vtf; } #fragment metal struct VertToFrag { float4 position [[ position ]]; }; fragment float4 fmain(VertToFrag vtf [[ stage_in ]]) { return float4(1.0, 1.0, 1.0, 1.0); } #shader CFogVolumePlaneShader1 : CFogVolumePlaneShader0 #depthtest none #depthwrite false #colorwrite false #culling frontface #shader CFogVolumePlaneShader2 : CFogVolumePlaneShader0 #depthtest lequal #depthwrite true #colorwrite false #culling backface #shader CFogVolumePlaneShader3 : CFogVolumePlaneShader0 #depthtest greater #depthwrite false #colorwrite false #culling backface