metaforce/Shaders/CFogVolumeFilter.shader

238 lines
6.3 KiB
GLSL

#shader CFogVolumeFilter1Way
#attribute position4
#attribute uv4
#srcfac dstalpha
#dstfac one
#primitive tristrips
#depthtest none
#depthwrite false
#culling none
#vertex glsl
layout(location=0) in vec4 posIn;
layout(location=1) in vec2 uvIn;
UBINDING0 uniform FogVolumeFilterUniform
{
vec4 color;
};
struct VertToFrag
{
vec4 color;
vec2 uv;
};
SBINDING(0) out VertToFrag vtf;
void main()
{
gl_Position = vec4(posIn.xy, 0.0, 1.0);
vtf.color = color;
vtf.uv = uvIn;
}
#fragment glsl
struct VertToFrag
{
vec4 color;
vec2 uv;
};
SBINDING(0) in VertToFrag vtf;
layout(location=0) out vec4 colorOut;
TBINDING0 uniform sampler2D zFrontfaceTex;
TBINDING1 uniform sampler2D zBackfaceTex;
TBINDING2 uniform sampler2D zLinearizer;
void main()
{
float y;
const float linScale = 65535.0 / 65536.0 * 256.0;
float x = modf(texture(zFrontfaceTex, vtf.uv).r * linScale, y);
const float uvBias = 0.5 / 256.0;
float alpha = texture(zLinearizer, vec2(x * 255.0 / 256.0 + uvBias, y / 256.0 + uvBias)).r * 10.0;
colorOut = vtf.color * alpha;
}
#vertex hlsl
struct VertData
{
float4 posIn : POSITION;
float2 uvIn : UV;
};
cbuffer FogVolumeFilterUniform : register(b0)
{
float4 color;
};
struct VertToFrag
{
float4 position : SV_Position;
float4 color : COLOR;
float2 uv : UV;
};
VertToFrag main(in VertData v)
{
VertToFrag vtf;
vtf.position = float4(v.posIn.x, -v.posIn.y, 0.0, 1.0);
vtf.color = color;
vtf.uv = v.uvIn;
return vtf;
}
#fragment hlsl
struct VertToFrag
{
float4 position : SV_Position;
float4 color : COLOR;
float2 uv : UV;
};
Texture2D zFrontfaceTex : register(t0);
Texture2D zBackfaceTex : register(t1);
Texture2D zLinearizer : register(t2);
SamplerState samp : register(s0);
float4 main(in VertToFrag vtf) : SV_Target0
{
float y;
const float linScale = 65535.0 / 65536.0 * 256.0;
float x = modf((1.0 - zFrontfaceTex.Sample(samp, vtf.uv).r) * linScale, y);
const float uvBias = 0.5 / 256.0;
float alpha = zLinearizer.Sample(samp, float2(x * 255.0 / 256.0 + uvBias, y / 256.0 + uvBias)).r * 10.0;
return vtf.color * alpha;
}
#vertex metal
struct VertData
{
float4 posIn [[ attribute(0) ]];
float2 uvIn [[ attribute(1) ]];
};
struct FogVolumeFilterUniform
{
float4 color;
};
struct VertToFrag
{
float4 pos [[ position ]];
float4 color;
float2 uv;
};
vertex VertToFrag vmain(VertData v [[ stage_in ]],
constant FogVolumeFilterUniform& fu [[ buffer(2) ]])
{
VertToFrag vtf;
vtf.pos = float4(v.posIn.x, -v.posIn.y, 0.0, 1.0);
vtf.color = fu.color;
vtf.uv = v.uvIn;
return vtf;
}
#fragment metal
struct VertToFrag
{
float4 pos [[ position ]];
float4 color;
float2 uv;
};
fragment float4 fmain(VertToFrag vtf [[ stage_in ]],
sampler samp [[ sampler(0) ]],
texture2d<float> zFrontfaceTex [[ texture(0) ]],
texture2d<float> zBackfaceTex [[ texture(1) ]],
texture2d<float> zLinearizer [[ texture(2) ]])
{
float y;
const float linScale = 65535.0 / 65536.0 * 256.0;
float x = modf((1.0 - zFrontfaceTex.sample(samp, vtf.uv).r) * linScale, y);
const float uvBias = 0.5 / 256.0;
float alpha = zLinearizer.sample(samp, float2(x * 255.0 / 256.0 + uvBias, y / 256.0 + uvBias)).r * 10.0;
return vtf.color * alpha;
}
#shader CFogVolumeFilter2Way : CFogVolumeFilter1Way
#srcfac srcalpha
#dstfac one
#fragment glsl
struct VertToFrag
{
vec4 color;
vec2 uv;
};
SBINDING(0) in VertToFrag vtf;
layout(location=0) out vec4 colorOut;
TBINDING0 uniform sampler2D zFrontfaceTex;
TBINDING1 uniform sampler2D zBackfaceTex;
TBINDING2 uniform sampler2D zLinearizer;
void main()
{
float frontY;
float backY;
const float linScale = 65535.0 / 65536.0 * 256.0;
float frontX = modf(texture(zFrontfaceTex, vtf.uv).r * linScale, frontY);
float backX = modf(texture(zBackfaceTex, vtf.uv).r * linScale, backY);
const float uvBias = 0.5 / 256.0;
float frontLin = texture(zLinearizer, vec2(frontX * 255.0 / 256.0 + uvBias, frontY / 256.0 + uvBias)).r;
float backLin = texture(zLinearizer, vec2(backX * 255.0 / 256.0 + uvBias, backY / 256.0 + uvBias)).r;
colorOut = vec4(vtf.color.rgb, (frontLin - backLin) * 10.0);
}
#fragment hlsl
struct VertToFrag
{
float4 position : SV_Position;
float4 color : COLOR;
float2 uv : UV;
};
Texture2D zFrontfaceTex : register(t0);
Texture2D zBackfaceTex : register(t1);
Texture2D zLinearizer : register(t2);
SamplerState samp : register(s0);
SamplerState zLinearizerSamp : register(s3);
float4 main(in VertToFrag vtf) : SV_Target0
{
float frontY;
float backY;
const float linScale = 65535.0 / 65536.0 * 256.0;
float frontX = modf((1.0 - zFrontfaceTex.Sample(samp, vtf.uv).r) * linScale, frontY);
float backX = modf((1.0 - zBackfaceTex.Sample(samp, vtf.uv).r) * linScale, backY);
const float uvBias = 0.5 / 256.0;
float frontLin = zLinearizer.Sample(zLinearizerSamp, float2(frontX * 255.0 / 256.0 + uvBias, frontY / 256.0 + uvBias)).r;
float backLin = zLinearizer.Sample(zLinearizerSamp, float2(backX * 255.0 / 256.0 + uvBias, backY / 256.0 + uvBias)).r;
return float4(vtf.color.rgb, (frontLin - backLin) * 10.0);
}
#fragment metal
struct VertToFrag
{
float4 pos [[ position ]];
float4 color;
float2 uv;
};
fragment float4 fmain(VertToFrag vtf [[ stage_in ]],
sampler samp [[ sampler(0) ]],
sampler zLinearizerSamp [[ sampler(3) ]],
texture2d<float> zFrontfaceTex [[ texture(0) ]],
texture2d<float> zBackfaceTex [[ texture(1) ]],
texture2d<float> zLinearizer [[ texture(2) ]])
{
float frontY;
float backY;
const float linScale = 65535.0 / 65536.0 * 256.0;
float frontX = modf((1.0 - zFrontfaceTex.sample(samp, vtf.uv).r) * linScale, frontY);
float backX = modf((1.0 - zBackfaceTex.sample(samp, vtf.uv).r) * linScale, backY);
const float uvBias = 0.5 / 256.0;
float frontLin = zLinearizer.sample(zLinearizerSamp, float2(frontX * 255.0 / 256.0 + uvBias, frontY / 256.0 + uvBias)).r;
float backLin = zLinearizer.sample(zLinearizerSamp, float2(backX * 255.0 / 256.0 + uvBias, backY / 256.0 + uvBias)).r;
return float4(vtf.color.rgb, (frontLin - backLin) * 10.0);
}