metaforce/Shaders/CTexturedQuadFilter.shader

293 lines
5.9 KiB
GLSL

#shader CTexturedQuadFilterAlpha
#attribute position4
#attribute uv4
#srcfac srcalpha
#dstfac invsrcalpha
#primitive tristrips
#depthtest none
#depthwrite false
#culling none
#vertex glsl
layout(location=0) in vec4 posIn;
layout(location=1) in vec4 uvIn;
UBINDING0 uniform TexuredQuadUniform
{
mat4 mtx;
vec4 color;
float lod;
};
struct VertToFrag
{
vec4 color;
vec2 uv;
float lod;
};
SBINDING(0) out VertToFrag vtf;
void main()
{
vtf.color = color;
vtf.uv = uvIn.xy;
vtf.lod = lod;
gl_Position = mtx * vec4(posIn.xyz, 1.0);
}
#fragment glsl
struct VertToFrag
{
vec4 color;
vec2 uv;
float lod;
};
SBINDING(0) in VertToFrag vtf;
layout(location=0) out vec4 colorOut;
TBINDING0 uniform sampler2D tex;
void main()
{
colorOut = vtf.color * vec4(texture(tex, vtf.uv, vtf.lod).rgb, 1.0);
}
#vertex hlsl
struct VertData
{
float4 posIn : POSITION;
float4 uvIn : UV;
};
cbuffer TexuredQuadUniform : register(b0)
{
float4x4 mat;
float4 color;
float lod;
};
struct VertToFrag
{
float4 position : SV_Position;
float4 color : COLOR;
float2 uv : UV;
float lod : LOD;
};
VertToFrag main(in VertData v)
{
VertToFrag vtf;
vtf.color = color;
vtf.uv = v.uvIn.xy;
vtf.lod = lod;
vtf.position = mul(mat, float4(v.posIn.xyz, 1.0));
return vtf;
}
#fragment hlsl
struct VertToFrag
{
float4 position : SV_Position;
float4 color : COLOR;
float2 uv : UV;
float lod : LOD;
};
Texture2D tex : register(t0);
SamplerState samp : register(s3);
float4 main(in VertToFrag vtf) : SV_Target0
{
return vtf.color * float4(tex.SampleBias(samp, vtf.uv, vtf.lod).rgb, 1.0);
}
#vertex metal
struct VertData
{
float4 posIn [[ attribute(0) ]];
float4 uvIn [[ attribute(1) ]];
};
struct TexuredQuadUniform
{
float4x4 mat;
float4 color;
float lod;
};
struct VertToFrag
{
float4 position [[ position ]];
float4 color;
float2 uv;
float lod;
};
vertex VertToFrag vmain(VertData v [[ stage_in ]], constant TexuredQuadUniform& tqu [[ buffer(2) ]])
{
VertToFrag vtf;
vtf.color = tqu.color;
vtf.uv = v.uvIn.xy;
vtf.lod = tqu.lod;
vtf.position = tqu.mat * float4(v.posIn.xyz, 1.0);
return vtf;
}
#fragment metal
struct VertToFrag
{
float4 position [[ position ]];
float4 color;
float2 uv;
float lod;
};
fragment float4 fmain(VertToFrag vtf [[ stage_in ]],
sampler clampSamp [[ sampler(3) ]],
texture2d<float> tex [[ texture(0) ]])
{
return vtf.color * float4(tex.sample(clampSamp, vtf.uv, bias(vtf.lod)).rgb, 1.0);
}
#shader CTexturedQuadFilterAlphaGEqual : CTexturedQuadFilterAlpha
#depthtest gequal
#shader CTexturedQuadFilterAlphaLEqual : CTexturedQuadFilterAlpha
#depthtest lequal
#shader CTexturedQuadFilterAdd : CTexturedQuadFilterAlpha
#srcfac srcalpha
#dstfac one
#depthtest none
#shader CTexturedQuadFilterAddGEqual : CTexturedQuadFilterAdd
#depthtest gequal
#shader CTexturedQuadFilterAddLEqual : CTexturedQuadFilterAdd
#depthtest lequal
#shader CTexturedQuadFilterSubtract : CTexturedQuadFilterAlpha
#srcfac srcalpha
#dstfac subtract
#depthtest none
#shader CTexturedQuadFilterSubtractGEqual : CTexturedQuadFilterSubtract
#depthtest gequal
#shader CTexturedQuadFilterSubtractLEqual : CTexturedQuadFilterSubtract
#depthtest lequal
#shader CTexturedQuadFilterMult : CTexturedQuadFilterAlpha
#srcfac zero
#dstfac srccolor
#depthtest none
#overwritealpha true
#shader CTexturedQuadFilterMultGEqual : CTexturedQuadFilterMult
#depthtest gequal
#shader CTexturedQuadFilterMultLEqual : CTexturedQuadFilterMult
#depthtest lequal
#shader CTexturedQuadFilterInvDstMult : CTexturedQuadFilterAlpha
#srcfac zero
#dstfac invsrccolor
#depthtest none
#overwritealpha true
#shader CTexturedQuadFilterInvDstMultGEqual : CTexturedQuadFilterInvDstMult
#depthtest gequal
#shader CTexturedQuadFilterInvDstMultLEqual : CTexturedQuadFilterInvDstMult
#depthtest lequal
#shader CTexturedQuadFilterAlphaTexAlpha : CTexturedQuadFilterAlpha
#attribute position4
#attribute uv4
#srcfac srcalpha
#dstfac invsrcalpha
#depthtest none
#overwritealpha false
#fragment glsl
struct VertToFrag
{
vec4 color;
vec2 uv;
float lod;
};
SBINDING(0) in VertToFrag vtf;
layout(location=0) out vec4 colorOut;
TBINDING0 uniform sampler2D tex;
void main()
{
colorOut = vtf.color * texture(tex, vtf.uv, vtf.lod);
}
#fragment hlsl
struct VertToFrag
{
float4 position : SV_Position;
float4 color : COLOR;
float2 uv : UV;
float lod : LOD;
};
Texture2D tex : register(t0);
SamplerState samp : register(s3);
float4 main(in VertToFrag vtf) : SV_Target0
{
return vtf.color * tex.SampleBias(samp, vtf.uv, vtf.lod);
}
#fragment metal
struct VertToFrag
{
float4 position [[ position ]];
float4 color;
float2 uv;
float lod;
};
fragment float4 fmain(VertToFrag vtf [[ stage_in ]],
sampler clampSamp [[ sampler(3) ]],
texture2d<float> tex [[ texture(0) ]])
{
return vtf.color * tex.sample(clampSamp, vtf.uv, bias(vtf.lod));
}
#shader CTexturedQuadFilterAlphaTexAdd : CTexturedQuadFilterAlphaTexAlpha
#srcfac srcalpha
#dstfac one
#shader CTexturedQuadFilterAlphaTexSubtract : CTexturedQuadFilterAlphaTexAlpha
#srcfac srcalpha
#dstfac subtract
#shader CTexturedQuadFilterAlphaTexMult : CTexturedQuadFilterAlphaTexAlpha
#srcfac zero
#dstfac srccolor
#overwritealpha true
#shader CTexturedQuadFilterAlphaTexInvDstMult : CTexturedQuadFilterAlphaTexAlpha
#srcfac zero
#dstfac invsrccolor
#overwritealpha true
#shader CTexturedQuadFilterAlphaGEqualZWrite : CTexturedQuadFilterAlpha
#depthtest gequal
#depthwrite true
#shader CTexturedQuadFilterAddGEqualZWrite : CTexturedQuadFilterAdd
#depthtest gequal
#depthwrite true
#shader CTexturedQuadFilterSubtractGEqualZWrite : CTexturedQuadFilterSubtract
#depthtest gequal
#depthwrite true
#shader CTexturedQuadFilterMultGEqualZWrite : CTexturedQuadFilterMult
#depthtest gequal
#depthwrite true