#shader CScanLinesFilterAlpha #attribute position4 #srcfac srcalpha #dstfac invsrcalpha #primitive tristrips #depthtest none #depthwrite false #culling none #vertex glsl layout(location=0) in vec4 posIn; UBINDING0 uniform ScanLinesUniform { vec4 color; }; struct VertToFrag { vec4 color; }; SBINDING(0) out VertToFrag vtf; void main() { vtf.color = color; gl_Position = vec4(posIn.xyz, 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 { float4 posIn : POSITION; }; cbuffer ScanLinesUniform : register(b0) { float4 color; }; struct VertToFrag { float4 position : SV_Position; float4 color : COLOR; }; VertToFrag main(in VertData v) { VertToFrag vtf; vtf.color = color; vtf.position = float4(v.posIn.xyz, 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 { float4 posIn [[ attribute(0) ]]; }; struct ScanLinesUniform { float4 color; }; struct VertToFrag { float4 position [[ position ]]; float4 color; }; vertex VertToFrag vmain(VertData v [[ stage_in ]], constant ScanLinesUniform& cqu [[ buffer(2) ]]) { VertToFrag vtf; vtf.color = cqu.color; vtf.position = float4(v.posIn.xyz, 1.0); return vtf; } #fragment metal struct VertToFrag { float4 position [[ position ]]; float4 color; }; fragment float4 fmain(VertToFrag vtf [[ stage_in ]]) { return vtf.color; } #shader CScanLinesFilterAdd : CScanLinesFilterAlpha #srcfac srcalpha #dstfac one #shader CScanLinesFilterMult : CScanLinesFilterAlpha #srcfac zero #dstfac srccolor