mirror of https://github.com/AxioDL/metaforce.git
314 lines
13 KiB
C++
314 lines
13 KiB
C++
#include "CElementGenShaders.hpp"
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#include "CElementGen.hpp"
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#include "CGenDescription.hpp"
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namespace pshag
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{
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static const char* VS_METAL_TEX =
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"#version 330\n"
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"layout(location=0) in vec4 posIn[4];\n"
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"layout(location=4) in vec4 colorIn;\n"
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"layout(location=5) in vec2 uvsIn[4];\n"
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"\n"
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"uniform ParticleUniform\n"
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"{\n"
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" mat4 mvp;\n"
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" vec4 moduColor;\n"
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"};\n"
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"\n"
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"struct VertToFrag\n"
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"{\n"
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" vec4 color;\n"
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" vec2 uv;\n"
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"};\n"
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"\n"
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"out VertToFrag vtf;\n"
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"void main()\n"
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"{\n"
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" vtf.color = colorIn * moduColor;\n"
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" vtf.uv = uvsIn[gl_VertexID];\n"
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" gl_Position = mvp * posIn[gl_VertexID];\n"
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" gl_Position = vec4(posIn[gl_VertexID].x, posIn[gl_VertexID].z, 0.0, 1.0);\n"
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"}\n";
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static const char* FS_METAL_TEX =
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"#version 330\n"
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"struct VertToFrag\n"
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"{\n"
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" vec4 color;\n"
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" vec2 uv;\n"
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"};\n"
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"\n"
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"in VertToFrag vtf;\n"
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"layout(location=0) out vec4 colorOut;\n"
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"uniform sampler2D texs[1];\n"
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"void main()\n"
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"{\n"
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" colorOut = vtf.color * texture(texs[0], vtf.uv);\n"
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" colorOut = vec4(1.0,1.0,1.0,1.0);\n"
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"}\n";
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static const char* FS_METAL_TEX_REDTOALPHA =
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"#version 330\n"
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"struct VertToFrag\n"
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"{\n"
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" vec4 color;\n"
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" vec2 uv;\n"
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"};\n"
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"\n"
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"in VertToFrag vtf;\n"
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"layout(location=0) out vec4 colorOut;\n"
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"uniform sampler2D texs[1];\n"
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"void main()\n"
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"{\n"
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" colorOut = vtf.color * texture(texs[0], vtf.uv);\n"
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" colorOut.a = colorOut.r;\n"
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" colorOut = vec4(1.0,1.0,1.0,1.0);\n"
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"}\n";
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static const char* VS_METAL_INDTEX =
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"#version 330\n"
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"layout(location=0) in vec4 posIn[4];\n"
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"layout(location=4) in vec4 colorIn;\n"
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"layout(location=5) in vec4 uvsInTexrTind[4];\n"
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"layout(location=9) in vec2 uvsInScene[4];\n"
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"\n"
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"uniform ParticleUniform\n"
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"{\n"
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" mat4 mvp;\n"
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" vec4 moduColor;\n"
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"};\n"
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"\n"
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"struct VertToFrag\n"
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"{\n"
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" vec4 color;\n"
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" vec2 uvTexr;\n"
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" vec2 uvScene;\n"
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" vec2 uvTind;\n"
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"};\n"
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"\n"
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"out VertToFrag vtf;\n"
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"void main()\n"
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"{\n"
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" vtf.color = colorIn * moduColor;\n"
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" vtf.uvTexr = uvsInTexrTind[gl_VertexID].xy;\n"
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" vtf.uvScene = uvsInScene[gl_VertexID];\n"
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" vtf.uvTind = uvsInTexrTind[gl_VertexID].zw;\n"
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" gl_Position = mvp * posIn[gl_VertexID];\n"
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"}\n";
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static const char* FS_METAL_INDTEX =
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"#version 330\n"
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"struct VertToFrag\n"
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"{\n"
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" vec4 color;\n"
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" vec2 uvTexr;\n"
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" vec2 uvScene;\n"
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" vec2 uvTind;\n"
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"};\n"
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"\n"
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"in VertToFrag vtf;\n"
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"layout(location=0) out vec4 colorOut;\n"
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"uniform sampler2D texs[3];\n"
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"void main()\n"
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"{\n"
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" vec2 tindTexel = texture(texs[2], vtf.uvTind).xy;\n"
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" vec4 sceneTexel = texture(texs[1], vtf.uvScene + tindTexel);\n"
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" vec4 texrTexel = texture(texs[0], vtf.uvTexr);\n"
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" colorOut = vtf.color * sceneTexel + texrTexel;\n"
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" colorOut.a = vtf.color.a * texrTexel.a;"
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" colorOut = vec4(1.0,1.0,1.0,1.0);\n"
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"}\n";
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static const char* FS_METAL_CINDTEX =
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"#version 330\n"
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"struct VertToFrag\n"
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"{\n"
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" vec4 color;\n"
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" vec2 uvTexr;\n"
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" vec2 uvScene;\n"
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" vec2 uvTind;\n"
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"};\n"
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"\n"
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"in VertToFrag vtf;\n"
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"layout(location=0) out vec4 colorOut;\n"
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"uniform sampler2D texs[3];\n"
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"void main()\n"
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"{\n"
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" vec2 tindTexel = texture(texs[2], vtf.uvTind).xy;\n"
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" vec4 sceneTexel = texture(texs[1], vtf.uvScene + tindTexel);\n"
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" colorOut = vtf.color * sceneTexel * texture(texs[0], vtf.uvTexr);\n"
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" colorOut = vec4(1.0,1.0,1.0,1.0);\n"
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"}\n";
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static const char* VS_METAL_NOTEX =
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"#version 330\n"
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"layout(location=0) in vec4 posIn[4];\n"
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"layout(location=4) in vec4 colorIn;\n"
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"\n"
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"uniform ParticleUniform\n"
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"{\n"
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" mat4 mvp;\n"
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" vec4 moduColor;\n"
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"};\n"
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"\n"
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"struct VertToFrag\n"
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"{\n"
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" vec4 color;\n"
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"};\n"
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"\n"
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"out VertToFrag vtf;\n"
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"void main()\n"
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"{\n"
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" vtf.color = colorIn * moduColor;\n"
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" gl_Position = mvp * posIn[gl_VertexID];\n"
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"}\n";
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static const char* FS_METAL_NOTEX =
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"#version 330\n"
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"struct VertToFrag\n"
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"{\n"
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" vec4 color;\n"
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"};\n"
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"\n"
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"in VertToFrag vtf;\n"
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"layout(location=0) out vec4 colorOut;\n"
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"void main()\n"
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"{\n"
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" colorOut = vtf.color;\n"
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" colorOut = vec4(1.0,1.0,1.0,1.0);\n"
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"}\n";
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struct MetalDataBindingFactory : CElementGenShaders::IDataBindingFactory
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{
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void BuildShaderDataBinding(CElementGen& gen,
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boo::IShaderPipeline* regPipeline,
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boo::IShaderPipeline* redToAlphaPipeline)
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{
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CGenDescription* desc = gen.GetDesc();
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CUVElement* texr = desc->x54_TEXR.get();
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CUVElement* tind = desc->x58_TIND.get();
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int texCount = 0;
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boo::ITexture* textures[3];
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if (texr)
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{
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textures[0] = texr->GetValueTexture(0).GetObj()->GetBooTexture();
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texCount = 1;
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if (tind)
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{
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textures[1] = CGraphics::g_SpareTexture;
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textures[2] = tind->GetValueTexture(0).GetObj()->GetBooTexture();
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texCount = 3;
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}
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}
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boo::IGraphicsBuffer* uniforms[] = {gen.m_uniformBuf};
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if (regPipeline)
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gen.m_normalDataBind = CGraphics::g_BooFactory->newShaderDataBinding(regPipeline, nullptr, nullptr,
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gen.m_instBuf, nullptr, 1, uniforms,
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texCount, textures);
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if (redToAlphaPipeline)
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gen.m_redToAlphaDataBind = CGraphics::g_BooFactory->newShaderDataBinding(redToAlphaPipeline, nullptr, nullptr,
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gen.m_instBuf, nullptr, 1, uniforms,
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texCount, textures);
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}
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};
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CElementGenShaders::IDataBindingFactory* CElementGenShaders::Initialize(boo::MetalDataFactory& factory)
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{
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m_texZTestZWrite = factory.newShaderPipeline(VS_METAL_TEX, FS_METAL_TEX, m_vtxFormatTex,
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CGraphics::g_ViewportSamples,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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true, true, false);
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m_texNoZTestZWrite = factory.newShaderPipeline(VS_METAL_TEX, FS_METAL_TEX, m_vtxFormatTex,
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CGraphics::g_ViewportSamples,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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false, true, false);
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m_texZTestNoZWrite = factory.newShaderPipeline(VS_METAL_TEX, FS_METAL_TEX, m_vtxFormatTex,
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CGraphics::g_ViewportSamples,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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true, false, false);
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m_texNoZTestNoZWrite = factory.newShaderPipeline(VS_METAL_TEX, FS_METAL_TEX, m_vtxFormatTex,
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CGraphics::g_ViewportSamples,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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false, false, false);
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m_texAdditiveZTest = factory.newShaderPipeline(VS_METAL_TEX, FS_METAL_TEX, m_vtxFormatTex,
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CGraphics::g_ViewportSamples,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
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true, false, false);
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m_texAdditiveNoZTest = factory.newShaderPipeline(VS_METAL_TEX, FS_METAL_TEX, m_vtxFormatTex,
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CGraphics::g_ViewportSamples,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
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false, false, false);
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m_texRedToAlphaZTest = factory.newShaderPipeline(VS_METAL_TEX, FS_METAL_TEX_REDTOALPHA, m_vtxFormatTex,
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CGraphics::g_ViewportSamples,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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true, false, false);
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m_texRedToAlphaNoZTest = factory.newShaderPipeline(VS_METAL_TEX, FS_METAL_TEX_REDTOALPHA, m_vtxFormatTex,
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CGraphics::g_ViewportSamples,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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false, false, false);
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m_indTexZWrite = factory.newShaderPipeline(VS_METAL_INDTEX, FS_METAL_INDTEX, m_vtxFormatIndTex,
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CGraphics::g_ViewportSamples,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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true, true, false);
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m_indTexNoZWrite = factory.newShaderPipeline(VS_METAL_INDTEX, FS_METAL_INDTEX, m_vtxFormatIndTex,
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CGraphics::g_ViewportSamples,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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true, false, false);
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m_indTexAdditive = factory.newShaderPipeline(VS_METAL_INDTEX, FS_METAL_INDTEX, m_vtxFormatIndTex,
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CGraphics::g_ViewportSamples,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
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true, true, false);
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m_cindTexZWrite = factory.newShaderPipeline(VS_METAL_INDTEX, FS_METAL_CINDTEX, m_vtxFormatIndTex,
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CGraphics::g_ViewportSamples,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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true, true, false);
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m_cindTexNoZWrite = factory.newShaderPipeline(VS_METAL_INDTEX, FS_METAL_CINDTEX, m_vtxFormatIndTex,
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CGraphics::g_ViewportSamples,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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true, false, false);
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m_cindTexAdditive = factory.newShaderPipeline(VS_METAL_INDTEX, FS_METAL_CINDTEX, m_vtxFormatIndTex,
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CGraphics::g_ViewportSamples,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
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true, true, false);
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m_noTexZTestZWrite = factory.newShaderPipeline(VS_METAL_NOTEX, FS_METAL_NOTEX, m_vtxFormatNoTex,
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CGraphics::g_ViewportSamples,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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true, true, false);
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m_noTexNoZTestZWrite = factory.newShaderPipeline(VS_METAL_NOTEX, FS_METAL_NOTEX, m_vtxFormatNoTex,
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CGraphics::g_ViewportSamples,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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false, true, false);
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m_noTexZTestNoZWrite = factory.newShaderPipeline(VS_METAL_NOTEX, FS_METAL_NOTEX, m_vtxFormatNoTex,
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CGraphics::g_ViewportSamples,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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true, false, false);
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m_noTexNoZTestNoZWrite = factory.newShaderPipeline(VS_METAL_NOTEX, FS_METAL_NOTEX, m_vtxFormatNoTex,
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CGraphics::g_ViewportSamples,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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false, false, false);
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m_noTexAdditiveZTest = factory.newShaderPipeline(VS_METAL_NOTEX, FS_METAL_NOTEX, m_vtxFormatNoTex,
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CGraphics::g_ViewportSamples,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
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true, false, false);
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m_noTexAdditiveNoZTest = factory.newShaderPipeline(VS_METAL_NOTEX, FS_METAL_NOTEX, m_vtxFormatNoTex,
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CGraphics::g_ViewportSamples,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
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false, false, false);
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return new struct MetalDataBindingFactory;
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}
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}
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