mirror of https://github.com/AxioDL/metaforce.git
243 lines
5.5 KiB
GLSL
243 lines
5.5 KiB
GLSL
#shader CCameraBlurFilter
|
|
#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 CameraBlurUniform
|
|
{
|
|
vec4 uv0;
|
|
vec4 uv1;
|
|
vec4 uv2;
|
|
vec4 uv3;
|
|
vec4 uv4;
|
|
vec4 uv5;
|
|
float opacity;
|
|
};
|
|
|
|
struct VertToFrag
|
|
{
|
|
vec2 uvReg;
|
|
vec2 uv0;
|
|
vec2 uv1;
|
|
vec2 uv2;
|
|
vec2 uv3;
|
|
vec2 uv4;
|
|
vec2 uv5;
|
|
float opacity;
|
|
};
|
|
|
|
SBINDING(0) out VertToFrag vtf;
|
|
void main()
|
|
{
|
|
vtf.uvReg = uvIn.xy;
|
|
vtf.uv0 = uv0.xy + uvIn.xy;
|
|
vtf.uv1 = uv1.xy + uvIn.xy;
|
|
vtf.uv2 = uv2.xy + uvIn.xy;
|
|
vtf.uv3 = uv3.xy + uvIn.xy;
|
|
vtf.uv4 = uv4.xy + uvIn.xy;
|
|
vtf.uv5 = uv5.xy + uvIn.xy;
|
|
vtf.opacity = opacity;
|
|
gl_Position = vec4(posIn.xyz, 1.0);
|
|
}
|
|
|
|
#fragment glsl
|
|
struct VertToFrag
|
|
{
|
|
vec2 uvReg;
|
|
vec2 uv0;
|
|
vec2 uv1;
|
|
vec2 uv2;
|
|
vec2 uv3;
|
|
vec2 uv4;
|
|
vec2 uv5;
|
|
float opacity;
|
|
};
|
|
|
|
SBINDING(0) in VertToFrag vtf;
|
|
layout(location=0) out vec4 colorOut;
|
|
TBINDING0 uniform sampler2D sceneTex;
|
|
void main()
|
|
{
|
|
vec4 colorSample = texture(sceneTex, vtf.uvReg) * 0.14285715;
|
|
colorSample += texture(sceneTex, vtf.uv0) * 0.14285715;
|
|
colorSample += texture(sceneTex, vtf.uv1) * 0.14285715;
|
|
colorSample += texture(sceneTex, vtf.uv2) * 0.14285715;
|
|
colorSample += texture(sceneTex, vtf.uv3) * 0.14285715;
|
|
colorSample += texture(sceneTex, vtf.uv4) * 0.14285715;
|
|
colorSample += texture(sceneTex, vtf.uv5) * 0.14285715;
|
|
colorOut = vec4(colorSample.rgb, vtf.opacity);
|
|
}
|
|
|
|
|
|
#vertex hlsl
|
|
struct VertData
|
|
{
|
|
float4 posIn : POSITION;
|
|
float4 uvIn : UV;
|
|
};
|
|
|
|
cbuffer CameraBlurUniform : register(b0)
|
|
{
|
|
float4 uv0;
|
|
float4 uv1;
|
|
float4 uv2;
|
|
float4 uv3;
|
|
float4 uv4;
|
|
float4 uv5;
|
|
float opacity;
|
|
};
|
|
|
|
struct VertToFrag
|
|
{
|
|
float4 position : SV_Position;
|
|
float2 uvReg : UV6;
|
|
float2 uv0 : UV0;
|
|
float2 uv1 : UV1;
|
|
float2 uv2 : UV2;
|
|
float2 uv3 : UV3;
|
|
float2 uv4 : UV4;
|
|
float2 uv5 : UV5;
|
|
float opacity : OPACITY;
|
|
};
|
|
|
|
VertToFrag main(in VertData v)
|
|
{
|
|
VertToFrag vtf;
|
|
vtf.uvReg = v.uvIn.xy;
|
|
vtf.uvReg.y = 1.0 - vtf.uvReg.y;
|
|
vtf.uv0 = uv0.xy + v.uvIn.xy;
|
|
vtf.uv0.y = 1.0 - vtf.uv0.y;
|
|
vtf.uv1 = uv1.xy + v.uvIn.xy;
|
|
vtf.uv1.y = 1.0 - vtf.uv1.y;
|
|
vtf.uv2 = uv2.xy + v.uvIn.xy;
|
|
vtf.uv2.y = 1.0 - vtf.uv2.y;
|
|
vtf.uv3 = uv3.xy + v.uvIn.xy;
|
|
vtf.uv3.y = 1.0 - vtf.uv3.y;
|
|
vtf.uv4 = uv4.xy + v.uvIn.xy;
|
|
vtf.uv4.y = 1.0 - vtf.uv4.y;
|
|
vtf.uv5 = uv5.xy + v.uvIn.xy;
|
|
vtf.uv5.y = 1.0 - vtf.uv5.y;
|
|
vtf.opacity = opacity;
|
|
vtf.position = float4(v.posIn.xyz, 1.0);
|
|
return vtf;
|
|
}
|
|
|
|
#fragment hlsl
|
|
Texture2D sceneTex : register(t0);
|
|
SamplerState samp : register(s0);
|
|
struct VertToFrag
|
|
{
|
|
float4 position : SV_Position;
|
|
float2 uvReg : UV6;
|
|
float2 uv0 : UV0;
|
|
float2 uv1 : UV1;
|
|
float2 uv2 : UV2;
|
|
float2 uv3 : UV3;
|
|
float2 uv4 : UV4;
|
|
float2 uv5 : UV5;
|
|
float opacity : OPACITY;
|
|
};
|
|
|
|
float4 main(in VertToFrag vtf) : SV_Target0
|
|
{
|
|
float4 colorSample = sceneTex.Sample(samp, vtf.uvReg) * 0.14285715;
|
|
colorSample += sceneTex.Sample(samp, vtf.uv0) * 0.14285715;
|
|
colorSample += sceneTex.Sample(samp, vtf.uv1) * 0.14285715;
|
|
colorSample += sceneTex.Sample(samp, vtf.uv2) * 0.14285715;
|
|
colorSample += sceneTex.Sample(samp, vtf.uv3) * 0.14285715;
|
|
colorSample += sceneTex.Sample(samp, vtf.uv4) * 0.14285715;
|
|
colorSample += sceneTex.Sample(samp, vtf.uv5) * 0.14285715;
|
|
return float4(colorSample.rgb, vtf.opacity);
|
|
}
|
|
|
|
|
|
#vertex metal
|
|
struct VertData
|
|
{
|
|
float4 posIn [[ attribute(0) ]];
|
|
float4 uvIn [[ attribute(1) ]];
|
|
};
|
|
|
|
struct CameraBlurUniform
|
|
{
|
|
float4 uv0;
|
|
float4 uv1;
|
|
float4 uv2;
|
|
float4 uv3;
|
|
float4 uv4;
|
|
float4 uv5;
|
|
float opacity;
|
|
};
|
|
|
|
struct VertToFrag
|
|
{
|
|
float4 position [[ position ]];
|
|
float2 uvReg;
|
|
float2 uv0;
|
|
float2 uv1;
|
|
float2 uv2;
|
|
float2 uv3;
|
|
float2 uv4;
|
|
float2 uv5;
|
|
float opacity;
|
|
};
|
|
|
|
vertex VertToFrag vmain(VertData v [[ stage_in ]], constant CameraBlurUniform& cbu [[ buffer(2) ]])
|
|
{
|
|
VertToFrag vtf;
|
|
vtf.uvReg = v.uvIn.xy;
|
|
vtf.uvReg.y = 1.0 - vtf.uvReg.y;
|
|
vtf.uv0 = cbu.uv0.xy + v.uvIn.xy;
|
|
vtf.uv0.y = 1.0 - vtf.uv0.y;
|
|
vtf.uv1 = cbu.uv1.xy + v.uvIn.xy;
|
|
vtf.uv1.y = 1.0 - vtf.uv1.y;
|
|
vtf.uv2 = cbu.uv2.xy + v.uvIn.xy;
|
|
vtf.uv2.y = 1.0 - vtf.uv2.y;
|
|
vtf.uv3 = cbu.uv3.xy + v.uvIn.xy;
|
|
vtf.uv3.y = 1.0 - vtf.uv3.y;
|
|
vtf.uv4 = cbu.uv4.xy + v.uvIn.xy;
|
|
vtf.uv4.y = 1.0 - vtf.uv4.y;
|
|
vtf.uv5 = cbu.uv5.xy + v.uvIn.xy;
|
|
vtf.uv5.y = 1.0 - vtf.uv5.y;
|
|
vtf.opacity = cbu.opacity;
|
|
vtf.position = float4(v.posIn.xyz, 1.0);
|
|
return vtf;
|
|
}
|
|
|
|
#fragment metal
|
|
struct VertToFrag
|
|
{
|
|
float4 position [[ position ]];
|
|
float2 uvReg;
|
|
float2 uv0;
|
|
float2 uv1;
|
|
float2 uv2;
|
|
float2 uv3;
|
|
float2 uv4;
|
|
float2 uv5;
|
|
float opacity;
|
|
};
|
|
|
|
fragment float4 fmain(VertToFrag vtf [[ stage_in ]], sampler samp [[ sampler(0) ]],
|
|
texture2d<float> sceneTex [[ texture(0) ]])
|
|
{
|
|
float4 colorSample = sceneTex.sample(samp, vtf.uvReg) * 0.14285715;
|
|
colorSample += sceneTex.sample(samp, vtf.uv0) * 0.14285715;
|
|
colorSample += sceneTex.sample(samp, vtf.uv1) * 0.14285715;
|
|
colorSample += sceneTex.sample(samp, vtf.uv2) * 0.14285715;
|
|
colorSample += sceneTex.sample(samp, vtf.uv3) * 0.14285715;
|
|
colorSample += sceneTex.sample(samp, vtf.uv4) * 0.14285715;
|
|
colorSample += sceneTex.sample(samp, vtf.uv5) * 0.14285715;
|
|
return float4(colorSample.rgb, vtf.opacity);
|
|
}
|