#shader CRadarPaintShader #attribute position4 0 #attribute position4 1 #attribute position4 2 #attribute position4 3 #attribute uv4 0 #attribute uv4 1 #attribute uv4 2 #attribute uv4 3 #attribute color #srcfac srcalpha #dstfac one #primitive tristrips #depthtest none #depthwrite false #culling none #vertex glsl layout(location=0) in vec4 posIn[4]; layout(location=4) in vec4 uvIn[4]; layout(location=8) in vec4 colorIn; UBINDING0 uniform RadarPaintUniform { mat4 xf; }; struct VertToFrag { vec4 color; vec2 uv; }; SBINDING(0) out VertToFrag vtf; void main() { vec3 pos = posIn[gl_VertexID].xyz; vtf.uv = uvIn[gl_VertexID].xy; vtf.color = colorIn; gl_Position = xf * vec4(pos, 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[4] : POSITION; float4 uvIn[4] : UV; float4 colorIn : COLOR; }; cbuffer RadarPaintUniform : register(b0) { float4x4 xf; }; 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; vtf.uv = v.uvIn[vertId].xy; vtf.position = mul(xf, float4(v.posIn[vertId].xyz, 1.0)); return vtf; } #fragment hlsl struct VertToFrag { float4 position : 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[4]; float4 uvIn[4]; float4 colorIn; }; struct RadarPaintUniform { float4x4 xf; }; 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 RadarPaintUniform& rpu [[ buffer(2) ]]) { VertToFrag vtf; constant VertData& v = va[instId]; vtf.color = v.colorIn; vtf.uv = v.uvIn[vertId].xy; vtf.position = rpu.xf * float4(v.posIn[vertId].xyz, 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 vtf.color * tex.sample(samp, vtf.uv); }