mirror of
				https://github.com/AxioDL/metaforce.git
				synced 2025-10-27 15:30:23 +00:00 
			
		
		
		
	
		
			
				
	
	
		
			385 lines
		
	
	
		
			18 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			385 lines
		
	
	
		
			18 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| #include "CElementGenShaders.hpp"
 | |
| #if BOO_HAS_METAL
 | |
| #include "CElementGen.hpp"
 | |
| #include "CGenDescription.hpp"
 | |
| 
 | |
| namespace urde
 | |
| {
 | |
| 
 | |
| static const char* VS_METAL_TEX =
 | |
| "#include <metal_stdlib>\n"
 | |
| "using namespace metal;\n"
 | |
| "struct VertData\n"
 | |
| "{\n"
 | |
| "    float4 posIn[4];\n"
 | |
| "    float4 colorIn;\n"
 | |
| "    float4 uvsIn[4];\n"
 | |
| "};\n"
 | |
| "\n"
 | |
| "struct ParticleUniform\n"
 | |
| "{\n"
 | |
| "    float4x4 mvp;\n"
 | |
| "    float4 moduColor;\n"
 | |
| "};\n"
 | |
| "\n"
 | |
| "struct VertToFrag\n"
 | |
| "{\n"
 | |
| "    float4 position [[ position ]];\n"
 | |
| "    float4 color;\n"
 | |
| "    float2 uv;\n"
 | |
| "};\n"
 | |
| "\n"
 | |
| "vertex VertToFrag vmain(constant VertData* va [[ buffer(1) ]],\n"
 | |
| "                        uint vertId [[ vertex_id ]], uint instId [[ instance_id ]],\n"
 | |
| "                        constant ParticleUniform& particle [[ buffer(2) ]])\n"
 | |
| "{\n"
 | |
| "    VertToFrag vtf;\n"
 | |
| "    constant VertData& v = va[instId];\n"
 | |
| "    vtf.color = v.colorIn * particle.moduColor;\n"
 | |
| "    vtf.uv = v.uvsIn[vertId].xy;\n"
 | |
| "    vtf.position = particle.mvp * v.posIn[vertId];\n"
 | |
| "    return vtf;\n"
 | |
| "}\n";
 | |
| 
 | |
| static const char* FS_METAL_TEX =
 | |
| "#include <metal_stdlib>\n"
 | |
| "using namespace metal;\n"
 | |
| "constexpr sampler samp(address::repeat, filter::linear, mip_filter::linear);\n"
 | |
| "struct VertToFrag\n"
 | |
| "{\n"
 | |
| "    float4 position [[ position ]];\n"
 | |
| "    float4 color;\n"
 | |
| "    float2 uv;\n"
 | |
| "};\n"
 | |
| "\n"
 | |
| "fragment float4 fmain(VertToFrag vtf [[ stage_in ]],\n"
 | |
| "                      texture2d<float> tex0 [[ texture(0) ]])\n"
 | |
| "{\n"
 | |
| "    return vtf.color * tex0.sample(samp, vtf.uv);\n"
 | |
| "}\n";
 | |
| 
 | |
| static const char* FS_METAL_TEX_REDTOALPHA =
 | |
| "#include <metal_stdlib>\n"
 | |
| "using namespace metal;\n"
 | |
| "constexpr sampler samp(address::repeat, filter::linear, mip_filter::linear);\n"
 | |
| "struct VertToFrag\n"
 | |
| "{\n"
 | |
| "    float4 position [[ position ]];\n"
 | |
| "    float4 color;\n"
 | |
| "    float2 uv;\n"
 | |
| "};\n"
 | |
| "\n"
 | |
| "fragment float4 fmain(VertToFrag vtf [[ stage_in ]],\n"
 | |
| "                      texture2d<float> tex0 [[ texture(0) ]])\n"
 | |
| "{\n"
 | |
| "    float4 colr = vtf.color * tex0.sample(samp, vtf.uv);\n"
 | |
| "    return float4(colr.rgb, colr.r);"
 | |
| "}\n";
 | |
| 
 | |
| static const char* VS_METAL_INDTEX =
 | |
| "#include <metal_stdlib>\n"
 | |
| "using namespace metal;\n"
 | |
| "struct VertData\n"
 | |
| "{\n"
 | |
| "    float4 posIn[4];\n"
 | |
| "    float4 colorIn;\n"
 | |
| "    float4 uvsInTexrTind[4];\n"
 | |
| "    float4 uvsInScene;\n"
 | |
| "};\n"
 | |
| "\n"
 | |
| "struct ParticleUniform\n"
 | |
| "{\n"
 | |
| "    float4x4 mvp;\n"
 | |
| "    float4 moduColor;\n"
 | |
| "};\n"
 | |
| "\n"
 | |
| "struct VertToFrag\n"
 | |
| "{\n"
 | |
| "    float4 position [[ position ]];\n"
 | |
| "    float4 color;\n"
 | |
| "    float4 uvScene;\n"
 | |
| "    float2 uvTexr;\n"
 | |
| "    float2 uvTind;\n"
 | |
| "};\n"
 | |
| "\n"
 | |
| "vertex VertToFrag vmain(constant VertData* va [[ buffer(1) ]],\n"
 | |
| "                        uint vertId [[ vertex_id ]], uint instId [[ instance_id ]],\n"
 | |
| "                        constant ParticleUniform& particle [[ buffer(2) ]])\n"
 | |
| "{\n"
 | |
| "    VertToFrag vtf;\n"
 | |
| "    constant VertData& v = va[instId];\n"
 | |
| "    vtf.color = v.colorIn * particle.moduColor;\n"
 | |
| "    vtf.uvScene = v.uvsInScene * float4(1.0, -1.0, 1.0, -1.0);\n"
 | |
| "    vtf.uvTexr = v.uvsInTexrTind[vertId].xy;\n"
 | |
| "    vtf.uvTind = v.uvsInTexrTind[vertId].zw;\n"
 | |
| "    vtf.position = particle.mvp * v.posIn[vertId];\n"
 | |
| "    return vtf;\n"
 | |
| "}\n";
 | |
| 
 | |
| static const char* FS_METAL_INDTEX =
 | |
| "#include <metal_stdlib>\n"
 | |
| "using namespace metal;\n"
 | |
| "constexpr sampler samp(address::repeat, filter::linear, mip_filter::linear);\n"
 | |
| "struct VertToFrag\n"
 | |
| "{\n"
 | |
| "    float4 position [[ position ]];\n"
 | |
| "    float4 color;\n"
 | |
| "    float4 uvScene;\n"
 | |
| "    float2 uvTexr;\n"
 | |
| "    float2 uvTind;\n"
 | |
| "};\n"
 | |
| "\n"
 | |
| "fragment float4 fmain(VertToFrag vtf [[ stage_in ]],\n"
 | |
| "                      texture2d<float> tex0 [[ texture(0) ]],\n"
 | |
| "                      texture2d<float> tex1 [[ texture(1) ]],\n"
 | |
| "                      texture2d<float> tex2 [[ texture(2) ]])\n"
 | |
| "{\n"
 | |
| "    float2 tindTexel = tex2.sample(samp, vtf.uvTind).ba;\n"
 | |
| "    float4 sceneTexel = tex1.sample(samp, mix(vtf.uvScene.xy, vtf.uvScene.zw, tindTexel));\n"
 | |
| "    float4 texrTexel = tex0.sample(samp, vtf.uvTexr);\n"
 | |
| "    float4 colr = vtf.color * sceneTexel + texrTexel;\n"
 | |
| "    return float4(colr.rgb, vtf.color.a * texrTexel.a);"
 | |
| "}\n";
 | |
| 
 | |
| static const char* FS_METAL_CINDTEX =
 | |
| "#include <metal_stdlib>\n"
 | |
| "using namespace metal;\n"
 | |
| "constexpr sampler samp(address::repeat, filter::linear, mip_filter::linear);\n"
 | |
| "struct VertToFrag\n"
 | |
| "{\n"
 | |
| "    float4 position [[ position ]];\n"
 | |
| "    float4 color;\n"
 | |
| "    float4 uvScene;\n"
 | |
| "    float2 uvTexr;\n"
 | |
| "    float2 uvTind;\n"
 | |
| "};\n"
 | |
| "\n"
 | |
| "fragment float4 fmain(VertToFrag vtf [[ stage_in ]],\n"
 | |
| "                      texture2d<float> tex0 [[ texture(0) ]],\n"
 | |
| "                      texture2d<float> tex1 [[ texture(1) ]],\n"
 | |
| "                      texture2d<float> tex2 [[ texture(2) ]])\n"
 | |
| "{\n"
 | |
| "    float2 tindTexel = tex2.sample(samp, vtf.uvTind).ba;\n"
 | |
| "    float4 sceneTexel = tex1.sample(samp, mix(vtf.uvScene.xy, vtf.uvScene.zw, tindTexel));\n"
 | |
| "    return vtf.color * sceneTexel * tex0.sample(samp, vtf.uvTexr);\n"
 | |
| "}\n";
 | |
| 
 | |
| static const char* VS_METAL_NOTEX =
 | |
| "#include <metal_stdlib>\n"
 | |
| "using namespace metal;\n"
 | |
| "struct VertData\n"
 | |
| "{\n"
 | |
| "    float4 posIn[4];\n"
 | |
| "    float4 colorIn;\n"
 | |
| "};\n"
 | |
| "\n"
 | |
| "struct ParticleUniform\n"
 | |
| "{\n"
 | |
| "    float4x4 mvp;\n"
 | |
| "    float4 moduColor;\n"
 | |
| "};\n"
 | |
| "\n"
 | |
| "struct VertToFrag\n"
 | |
| "{\n"
 | |
| "    float4 position [[ position ]];\n"
 | |
| "    float4 color;\n"
 | |
| "};\n"
 | |
| "\n"
 | |
| "vertex VertToFrag vmain(constant VertData* va [[ buffer(1) ]],\n"
 | |
| "                        uint vertId [[ vertex_id ]], uint instId [[ instance_id ]],\n"
 | |
| "                        constant ParticleUniform& particle [[ buffer(2) ]])\n"
 | |
| "{\n"
 | |
| "    VertToFrag vtf;\n"
 | |
| "    constant VertData& v = va[instId];\n"
 | |
| "    vtf.color = v.colorIn * particle.moduColor;\n"
 | |
| "    vtf.position = particle.mvp * v.posIn[vertId];\n"
 | |
| "    return vtf;\n"
 | |
| "}\n";
 | |
| 
 | |
| static const char* FS_METAL_NOTEX =
 | |
| "#include <metal_stdlib>\n"
 | |
| "using namespace metal;\n"
 | |
| "struct VertToFrag\n"
 | |
| "{\n"
 | |
| "    float4 position [[ position ]];\n"
 | |
| "    float4 color;\n"
 | |
| "};\n"
 | |
| "\n"
 | |
| "fragment float4 fmain(VertToFrag vtf [[ stage_in ]])\n"
 | |
| "{\n"
 | |
| "    return vtf.color;\n"
 | |
| "}\n";
 | |
| 
 | |
| struct MetalElementDataBindingFactory : CElementGenShaders::IDataBindingFactory
 | |
| {
 | |
|     void BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
 | |
|                                 CElementGen& gen,
 | |
|                                 boo::IShaderPipeline* regPipeline,
 | |
|                                 boo::IShaderPipeline* redToAlphaPipeline)
 | |
|     {
 | |
|         CGenDescription* desc = gen.GetDesc();
 | |
| 
 | |
|         CUVElement* texr = desc->x54_x40_TEXR.get();
 | |
|         CUVElement* tind = desc->x58_x44_TIND.get();
 | |
|         int texCount = 0;
 | |
|         boo::ITexture* textures[3];
 | |
| 
 | |
|         if (texr)
 | |
|         {
 | |
|             textures[0] = texr->GetValueTexture(0).GetObj()->GetBooTexture();
 | |
|             texCount = 1;
 | |
|             if (tind)
 | |
|             {
 | |
|                 textures[1] = CGraphics::g_SpareTexture;
 | |
|                 textures[2] = tind->GetValueTexture(0).GetObj()->GetBooTexture();
 | |
|                 texCount = 3;
 | |
|             }
 | |
|         }
 | |
| 
 | |
|         boo::IGraphicsBuffer* uniforms[] = {gen.m_uniformBuf};
 | |
| 
 | |
|         if (regPipeline)
 | |
|             gen.m_normalDataBind = ctx.newShaderDataBinding(regPipeline, nullptr, nullptr,
 | |
|                                                             gen.m_instBuf, nullptr, 1, uniforms,
 | |
|                                                             nullptr, texCount, textures);
 | |
|         if (redToAlphaPipeline)
 | |
|             gen.m_redToAlphaDataBind = ctx.newShaderDataBinding(redToAlphaPipeline, nullptr, nullptr,
 | |
|                                                                 gen.m_instBuf, nullptr, 1, uniforms,
 | |
|                                                                 nullptr, texCount, textures);
 | |
|     }
 | |
| };
 | |
| 
 | |
| CElementGenShaders::IDataBindingFactory* CElementGenShaders::Initialize(boo::MetalDataFactory::Context& ctx)
 | |
| {
 | |
|     static const boo::VertexElementDescriptor TexFmtTex[] =
 | |
|     {
 | |
|         {nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 0},
 | |
|         {nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 1},
 | |
|         {nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 2},
 | |
|         {nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 3},
 | |
|         {nullptr, nullptr, boo::VertexSemantic::Color | boo::VertexSemantic::Instanced},
 | |
|         {nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 0},
 | |
|         {nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 1},
 | |
|         {nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 2},
 | |
|         {nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 3}
 | |
|     };
 | |
|     m_vtxFormatTex = ctx.newVertexFormat(9, TexFmtTex);
 | |
| 
 | |
|     static const boo::VertexElementDescriptor TexFmtIndTex[] =
 | |
|     {
 | |
|         {nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 0},
 | |
|         {nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 1},
 | |
|         {nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 2},
 | |
|         {nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 3},
 | |
|         {nullptr, nullptr, boo::VertexSemantic::Color | boo::VertexSemantic::Instanced},
 | |
|         {nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 0},
 | |
|         {nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 1},
 | |
|         {nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 2},
 | |
|         {nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 3},
 | |
|         {nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 4}
 | |
|     };
 | |
|     m_vtxFormatIndTex = ctx.newVertexFormat(10, TexFmtIndTex);
 | |
| 
 | |
|     static const boo::VertexElementDescriptor TexFmtNoTex[] =
 | |
|     {
 | |
|         {nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 0},
 | |
|         {nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 1},
 | |
|         {nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 2},
 | |
|         {nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 3},
 | |
|         {nullptr, nullptr, boo::VertexSemantic::Color | boo::VertexSemantic::Instanced}
 | |
|     };
 | |
|     m_vtxFormatNoTex = ctx.newVertexFormat(5, TexFmtNoTex);
 | |
| 
 | |
|     m_texZTestZWrite = ctx.newShaderPipeline(VS_METAL_TEX, FS_METAL_TEX, m_vtxFormatTex,
 | |
|                                              CGraphics::g_ViewportSamples,
 | |
|                                              boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
 | |
|                                              boo::Primitive::TriStrips, true, true, boo::CullMode::None);
 | |
|     m_texNoZTestZWrite = ctx.newShaderPipeline(VS_METAL_TEX, FS_METAL_TEX, m_vtxFormatTex,
 | |
|                                                CGraphics::g_ViewportSamples,
 | |
|                                                boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
 | |
|                                                boo::Primitive::TriStrips, false, true, boo::CullMode::None);
 | |
|     m_texZTestNoZWrite = ctx.newShaderPipeline(VS_METAL_TEX, FS_METAL_TEX, m_vtxFormatTex,
 | |
|                                                CGraphics::g_ViewportSamples,
 | |
|                                                boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
 | |
|                                                boo::Primitive::TriStrips, true, false, boo::CullMode::None);
 | |
|     m_texNoZTestNoZWrite = ctx.newShaderPipeline(VS_METAL_TEX, FS_METAL_TEX, m_vtxFormatTex,
 | |
|                                                  CGraphics::g_ViewportSamples,
 | |
|                                                  boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
 | |
|                                                  boo::Primitive::TriStrips, false, false, boo::CullMode::None);
 | |
| 
 | |
|     m_texAdditiveZTest = ctx.newShaderPipeline(VS_METAL_TEX, FS_METAL_TEX, m_vtxFormatTex,
 | |
|                                                CGraphics::g_ViewportSamples,
 | |
|                                                boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
 | |
|                                                boo::Primitive::TriStrips, true, false, boo::CullMode::None);
 | |
|     m_texAdditiveNoZTest = ctx.newShaderPipeline(VS_METAL_TEX, FS_METAL_TEX, m_vtxFormatTex,
 | |
|                                                  CGraphics::g_ViewportSamples,
 | |
|                                                  boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
 | |
|                                                  boo::Primitive::TriStrips, false, false, boo::CullMode::None);
 | |
| 
 | |
|     m_texRedToAlphaZTest = ctx.newShaderPipeline(VS_METAL_TEX, FS_METAL_TEX_REDTOALPHA, m_vtxFormatTex,
 | |
|                                                  CGraphics::g_ViewportSamples,
 | |
|                                                  boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
 | |
|                                                  boo::Primitive::TriStrips, true, false, boo::CullMode::None);
 | |
|     m_texRedToAlphaNoZTest = ctx.newShaderPipeline(VS_METAL_TEX, FS_METAL_TEX_REDTOALPHA, m_vtxFormatTex,
 | |
|                                                    CGraphics::g_ViewportSamples,
 | |
|                                                    boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
 | |
|                                                    boo::Primitive::TriStrips, false, false, boo::CullMode::None);
 | |
| 
 | |
|     m_indTexZWrite = ctx.newShaderPipeline(VS_METAL_INDTEX, FS_METAL_INDTEX, m_vtxFormatIndTex,
 | |
|                                            CGraphics::g_ViewportSamples,
 | |
|                                            boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
 | |
|                                            boo::Primitive::TriStrips, false, true, boo::CullMode::None);
 | |
|     m_indTexNoZWrite = ctx.newShaderPipeline(VS_METAL_INDTEX, FS_METAL_INDTEX, m_vtxFormatIndTex,
 | |
|                                              CGraphics::g_ViewportSamples,
 | |
|                                              boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
 | |
|                                              boo::Primitive::TriStrips, false, false, boo::CullMode::None);
 | |
|     m_indTexAdditive = ctx.newShaderPipeline(VS_METAL_INDTEX, FS_METAL_INDTEX, m_vtxFormatIndTex,
 | |
|                                              CGraphics::g_ViewportSamples,
 | |
|                                              boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
 | |
|                                              boo::Primitive::TriStrips, false, true, boo::CullMode::None);
 | |
| 
 | |
|     m_cindTexZWrite = ctx.newShaderPipeline(VS_METAL_INDTEX, FS_METAL_CINDTEX, m_vtxFormatIndTex,
 | |
|                                             CGraphics::g_ViewportSamples,
 | |
|                                             boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
 | |
|                                             boo::Primitive::TriStrips, false, true, boo::CullMode::None);
 | |
|     m_cindTexNoZWrite = ctx.newShaderPipeline(VS_METAL_INDTEX, FS_METAL_CINDTEX, m_vtxFormatIndTex,
 | |
|                                               CGraphics::g_ViewportSamples,
 | |
|                                               boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
 | |
|                                               boo::Primitive::TriStrips, false, false, boo::CullMode::None);
 | |
|     m_cindTexAdditive = ctx.newShaderPipeline(VS_METAL_INDTEX, FS_METAL_CINDTEX, m_vtxFormatIndTex,
 | |
|                                               CGraphics::g_ViewportSamples,
 | |
|                                               boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
 | |
|                                               boo::Primitive::TriStrips, false, true, boo::CullMode::None);
 | |
| 
 | |
|     m_noTexZTestZWrite = ctx.newShaderPipeline(VS_METAL_NOTEX, FS_METAL_NOTEX, m_vtxFormatNoTex,
 | |
|                                                CGraphics::g_ViewportSamples,
 | |
|                                                boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
 | |
|                                                boo::Primitive::TriStrips, true, true, boo::CullMode::None);
 | |
|     m_noTexNoZTestZWrite = ctx.newShaderPipeline(VS_METAL_NOTEX, FS_METAL_NOTEX, m_vtxFormatNoTex,
 | |
|                                                  CGraphics::g_ViewportSamples,
 | |
|                                                  boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
 | |
|                                                  boo::Primitive::TriStrips, false, true, boo::CullMode::None);
 | |
|     m_noTexZTestNoZWrite = ctx.newShaderPipeline(VS_METAL_NOTEX, FS_METAL_NOTEX, m_vtxFormatNoTex,
 | |
|                                                  CGraphics::g_ViewportSamples,
 | |
|                                                  boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
 | |
|                                                  boo::Primitive::TriStrips, true, false, boo::CullMode::None);
 | |
|     m_noTexNoZTestNoZWrite = ctx.newShaderPipeline(VS_METAL_NOTEX, FS_METAL_NOTEX, m_vtxFormatNoTex,
 | |
|                                                    CGraphics::g_ViewportSamples,
 | |
|                                                    boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
 | |
|                                                    boo::Primitive::TriStrips, false, false, boo::CullMode::None);
 | |
| 
 | |
|     m_noTexAdditiveZTest = ctx.newShaderPipeline(VS_METAL_NOTEX, FS_METAL_NOTEX, m_vtxFormatNoTex,
 | |
|                                                  CGraphics::g_ViewportSamples,
 | |
|                                                  boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
 | |
|                                                  boo::Primitive::TriStrips, true, false, boo::CullMode::None);
 | |
|     m_noTexAdditiveNoZTest = ctx.newShaderPipeline(VS_METAL_NOTEX, FS_METAL_NOTEX, m_vtxFormatNoTex,
 | |
|                                                    CGraphics::g_ViewportSamples,
 | |
|                                                    boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
 | |
|                                                    boo::Primitive::TriStrips, false, false, boo::CullMode::None);
 | |
| 
 | |
|     return new struct MetalElementDataBindingFactory;
 | |
| }
 | |
| 
 | |
| }
 | |
| #endif
 |