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			157 lines
		
	
	
		
			3.7 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			157 lines
		
	
	
		
			3.7 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| #shader CSpaceWarpFilter
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| #attribute position4
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| #attribute uv4
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| #srcfac one
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| #dstfac zero
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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 vec4 uvIn;
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| 
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| UBINDING0 uniform SpaceWarpUniform
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| {
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|     mat4 mainMtx;
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|     mat4 indMtx;
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|     vec4 strength;
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| };
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| 
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| struct VertToFrag
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| {
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|     vec2 sceneUv;
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|     vec2 indUv;
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|     vec2 strength;
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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 = mainMtx * vec4(posIn.xy, 0.0, 1.0);
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|     vtf.sceneUv = gl_Position.xy * vec2(0.5) + vec2(0.5);
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|     vtf.indUv = (mat3(indMtx) * vec3(uvIn.xy, 1.0)).xy;
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|     vtf.strength = strength.xy;
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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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|     vec2 sceneUv;
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|     vec2 indUv;
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|     vec2 strength;
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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 sceneTex;
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| TBINDING1 uniform sampler2D indTex;
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| void main()
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| {
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|     vec2 indUv = texture(indTex, vtf.indUv).ab * vec2(2.0) - vec2(1.0 - 1.0 / 256.0);
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|     colorOut = vec4(texture(sceneTex, vtf.sceneUv + indUv * vtf.strength.xy).rgb, 1.0);
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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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|     float4 uvIn : UV;
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| };
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| cbuffer SpaceWarpUniform : register(b0)
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| {
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|     float4x4 mainMtx;
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|     float4x4 indMtx;
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|     float4 strength;
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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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|     float2 sceneUv : SCENEUV;
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|     float2 indUv : INDV;
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|     float2 strength : STRENGTH;
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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 = mul(mainMtx, float4(v.posIn.xy, 0.0, 1.0));
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|     vtf.sceneUv = vtf.position.xy * float2(0.5, 0.5) + float2(0.5, 0.5);
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|     vtf.sceneUv.y = 1.0 - vtf.sceneUv.y;
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|     vtf.indUv = mul(float3x3(indMtx[0].xyz, indMtx[1].xyz, indMtx[2].xyz), float3(v.uvIn.xy, 1.0)).xy;
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|     vtf.indUv.y = 1.0 - vtf.indUv.y;
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|     vtf.strength = strength.xy;
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|     return vtf;
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| }
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| 
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| #fragment hlsl
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| Texture2D sceneTex : register(t0);
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| Texture2D indTex : register(t1);
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| SamplerState samp : register(s0);
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| struct VertToFrag
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| {
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|     float4 position : SV_Position;
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|     float2 sceneUv : SCENEUV;
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|     float2 indUv : INDV;
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|     float2 strength : STRENGTH;
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| };
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| 
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| float4 main(in VertToFrag vtf) : SV_Target0
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| {
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|     float2 indUv = indTex.Sample(samp, vtf.indUv).ab * float2(2.0, 2.0) - float2(1.0 - 1.0 / 256.0, 1.0 - 1.0 / 256.0);
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|     return float4(sceneTex.Sample(samp, vtf.sceneUv + indUv * vtf.strength.xy).rgb, 1.0);
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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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|     float4 uvIn [[ attribute(1) ]];
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| };
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| struct SpaceWarpUniform
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| {
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|     float4x4 mainMtx;
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|     float4x4 indMtx;
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|     float4 strength;
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| };
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| 
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| struct VertToFrag
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| {
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|     float4 position [[ position ]];
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|     float2 sceneUv;
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|     float2 indUv;
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|     float2 strength;
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| };
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| 
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| vertex VertToFrag vmain(VertData v [[ stage_in ]], constant SpaceWarpUniform& swu [[ buffer(2) ]])
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| {
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|     VertToFrag vtf;
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|     vtf.position = swu.mainMtx * float4(v.posIn.xy, 0.0, 1.0);
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|     vtf.sceneUv = vtf.position.xy * float2(0.5) + float2(0.5);
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|     vtf.sceneUv.y = 1.0 - vtf.sceneUv.y;
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|     vtf.indUv = (float3x3(swu.indMtx[0].xyz, swu.indMtx[1].xyz, swu.indMtx[2].xyz) * float3(v.uvIn.xy, 1.0)).xy;
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|     vtf.indUv.y = 1.0 - vtf.indUv.y;
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|     vtf.strength = swu.strength.xy;
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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 position [[ position ]];
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|     float2 sceneUv;
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|     float2 indUv;
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|     float2 strength;
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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> sceneTex [[ texture(0) ]],
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|                       texture2d<float> indTex [[ texture(1) ]])
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| {
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|     float2 indUv = indTex.sample(samp, vtf.indUv).ab * float2(2.0) - float2(1.0 - 1.0 / 256.0);
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|     return float4(sceneTex.sample(samp, vtf.sceneUv + indUv * vtf.strength.xy).rgb, 1.0);
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| }
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