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