#include "SpecterCommon.shader" #shader SpecterViewShaderSolid #attribute position4 #attribute color #srcfac srcalpha #dstfac invsrcalpha #primitive tristrips #depthtest none #depthwrite false #culling none #vertex glsl layout(location=0) in vec3 posIn; layout(location=1) in vec4 colorIn; SPECTER_GLSL_VIEW_VERT_BLOCK struct VertToFrag { vec4 color; }; SBINDING(0) out VertToFrag vtf; void main() { vtf.color = colorIn * mulColor; gl_Position = mv * vec4(posIn, 1.0); } #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 { float3 posIn : POSITION; float4 colorIn : COLOR; }; SPECTER_HLSL_VIEW_VERT_BLOCK struct VertToFrag { float4 position : SV_Position; float4 color : COLOR; }; VertToFrag main(in VertData v) { VertToFrag vtf; vtf.color = v.colorIn * mulColor; vtf.position = mul(mv, float4(v.posIn, 1.0)); 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 { float3 posIn [[ attribute(0) ]]; float4 colorIn [[ attribute(1) ]]; }; SPECTER_METAL_VIEW_VERT_BLOCK struct VertToFrag { float4 position [[ position ]]; float4 color; }; vertex VertToFrag vmain(VertData v [[ stage_in ]], constant SpecterViewBlock& view [[ buffer(2) ]]) { VertToFrag vtf; vtf.color = v.colorIn * view.mulColor; vtf.position = view.mv * float4(v.posIn, 1.0); return vtf; } #fragment metal struct VertToFrag { float4 position [[ position ]]; float4 color; }; fragment float4 fmain(VertToFrag vtf [[ stage_in ]]) { return vtf.color; } #shader SpecterViewShaderTex #attribute position4 #attribute uv4 #srcfac srcalpha #dstfac invsrcalpha #primitive tristrips #depthtest none #depthwrite false #culling none #vertex glsl layout(location=0) in vec3 posIn; layout(location=1) in vec2 uvIn; SPECTER_GLSL_VIEW_VERT_BLOCK struct VertToFrag { vec4 color; vec4 uv; }; SBINDING(0) out VertToFrag vtf; void main() { vtf.uv.xy = uvIn; vtf.color = mulColor; gl_Position = mv * vec4(posIn, 1.0); } #fragment glsl struct VertToFrag { vec4 color; vec4 uv; }; SBINDING(0) in VertToFrag vtf; TBINDING0 uniform sampler2D tex; layout(location=0) out vec4 colorOut; void main() { colorOut = texture(tex, vtf.uv.xy) * vtf.color; } #vertex hlsl struct VertData { float3 posIn : POSITION; float2 uvIn : UV; }; SPECTER_HLSL_VIEW_VERT_BLOCK struct VertToFrag { float4 position : SV_Position; float4 color : COLOR; float2 uv : UV; }; VertToFrag main(in VertData v) { VertToFrag vtf; vtf.uv = v.uvIn; vtf.color = mulColor; vtf.position = mul(mv, float4(v.posIn, 1.0)); return vtf; } #fragment hlsl struct VertToFrag { float4 position : SV_Position; float4 color : COLOR; float2 uv : UV; }; Texture2D tex : register(t0); SamplerState samp : register(s0); float4 main(in VertToFrag vtf) : SV_Target0 { return tex.Sample(samp, vtf.uv) * vtf.color; } #vertex metal struct VertData { float3 posIn [[ attribute(0) ]]; float2 uvIn [[ attribute(1) ]]; }; SPECTER_METAL_VIEW_VERT_BLOCK struct VertToFrag { float4 position [[ position ]]; float4 color; float2 uv; }; vertex VertToFrag vmain(VertData v [[ stage_in ]], constant SpecterViewBlock& view [[ buffer(2) ]]) { VertToFrag vtf; vtf.uv = v.uvIn; vtf.color = view.mulColor; vtf.position = view.mv * float4(v.posIn, 1.0); 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 tex [[ texture(0) ]]) { return tex.sample(samp, vtf.uv) * vtf.color; }