#shader CParticleSwooshShaderTexZWrite #attribute position4 #attribute uv4 #attribute color #srcfac srcalpha #dstfac invsrcalpha #primitive tristrips #depthtest lequal #depthwrite true #culling none #vertex glsl layout(location=0) in vec4 posIn; layout(location=1) in vec4 uvIn; layout(location=2) in vec4 colorIn; UBINDING0 uniform SwooshUniform { mat4 mvp; }; struct VertToFrag { vec4 color; vec2 uv; }; SBINDING(0) out VertToFrag vtf; void main() { vtf.color = colorIn; vtf.uv = uvIn.xy; gl_Position = mvp * vec4(posIn.xyz, 1.0); } #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 uvIn : UV; float4 colorIn : COLOR; }; cbuffer SwooshUniform : register(b0) { float4x4 mvp; }; struct VertToFrag { float4 pos : SV_Position; float4 color : COLOR; float2 uv : UV; }; VertToFrag main(in VertData v) { VertToFrag vtf; vtf.color = v.colorIn; vtf.uv = v.uvIn.xy; vtf.pos = mul(mvp, float4(v.posIn.xyz, 1.0)); return vtf; } #fragment hlsl struct VertToFrag { float4 pos : SV_Position; float4 color : COLOR; float2 uv : UV; }; SamplerState samp : register(s0); Texture2D tex : register(t0); float4 main(in VertToFrag vtf) : SV_Target0 { return vtf.color * tex.Sample(samp, vtf.uv); } #vertex metal struct VertData { float4 posIn [[ attribute(0) ]]; float4 uvIn [[ attribute(1) ]]; float4 colorIn [[ attribute(2) ]]; }; struct SwooshUniform { float4x4 mvp; }; struct VertToFrag { float4 pos [[ position ]]; float4 color; float2 uv; }; vertex VertToFrag vmain(VertData v [[ stage_in ]], constant SwooshUniform& su [[ buffer(2) ]]) { VertToFrag vtf; vtf.color = v.colorIn; vtf.uv = v.uvIn.xy; vtf.pos = su.mvp * float4(v.posIn.xyz, 1.0); return vtf; } #fragment metal struct VertToFrag { float4 pos [[ position ]]; float4 color; float2 uv; }; fragment float4 fmain(VertToFrag vtf [[ stage_in ]], sampler samp [[ sampler(0) ]], texture2d tex [[ texture(0) ]]) { return vtf.color * tex.sample(samp, vtf.uv); } #shader CParticleSwooshShaderTexNoZWrite : CParticleSwooshShaderTexZWrite #srcfac srcalpha #dstfac invsrcalpha #depthwrite false #shader CParticleSwooshShaderTexAdditiveZWrite : CParticleSwooshShaderTexZWrite #srcfac srcalpha #dstfac one #depthwrite true #shader CParticleSwooshShaderTexAdditiveNoZWrite : CParticleSwooshShaderTexZWrite #srcfac srcalpha #dstfac one #depthwrite false #shader CParticleSwooshShaderNoTexZWrite : CParticleSwooshShaderTexZWrite #srcfac srcalpha #dstfac invsrcalpha #depthtest lequal #depthwrite true #fragment glsl struct VertToFrag { vec4 color; vec2 uv; }; SBINDING(0) in VertToFrag vtf; layout(location=0) out vec4 colorOut; void main() { colorOut = vtf.color; } #fragment hlsl struct VertToFrag { float4 pos : SV_Position; float4 color : COLOR; float2 uv : UV; }; float4 main(in VertToFrag vtf) : SV_Target0 { return vtf.color; } #fragment metal struct VertToFrag { float4 pos [[ position ]]; float4 color; float2 uv; }; fragment float4 fmain(VertToFrag vtf [[ stage_in ]]) { return vtf.color; } #shader CParticleSwooshShaderNoTexNoZWrite : CParticleSwooshShaderNoTexZWrite #srcfac srcalpha #dstfac invsrcalpha #depthwrite false #shader CParticleSwooshShaderNoTexAdditiveZWrite : CParticleSwooshShaderNoTexZWrite #srcfac srcalpha #dstfac one #depthwrite true #shader CParticleSwooshShaderNoTexAdditiveNoZWrite : CParticleSwooshShaderNoTexZWrite #srcfac srcalpha #dstfac one #depthwrite false