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			352 lines
		
	
	
		
			7.2 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			352 lines
		
	
	
		
			7.2 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| #shader CTextSupportShaderAlpha
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| #instattribute position4 0
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| #instattribute position4 1
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| #instattribute position4 2
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| #instattribute position4 3
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| #instattribute uv4 0
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| #instattribute uv4 1
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| #instattribute uv4 2
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| #instattribute uv4 3
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| #instattribute color 0
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| #instattribute color 1
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| #instattribute color 2
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| #srcfac srcalpha
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| #dstfac invsrcalpha
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| #primitive tristrips
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| #depthtest lequal
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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[4];
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| layout(location=4) in vec4 uvIn[4];
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| layout(location=8) in vec4 fontColorIn;
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| layout(location=9) in vec4 outlineColorIn;
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| layout(location=10) in vec4 mulColorIn;
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| 
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| UBINDING0 uniform TextSupportUniform
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| {
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|     mat4 mtx;
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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 fontColor;
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|     vec4 outlineColor;
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|     vec4 mulColor;
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|     vec3 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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|     vec3 pos = posIn[gl_VertexID].xyz;
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|     vtf.uv = uvIn[gl_VertexID].xyz;
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|     vtf.fontColor = color * fontColorIn;
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|     vtf.outlineColor = color * outlineColorIn;
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|     vtf.mulColor = mulColorIn;
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|     gl_Position = mtx * vec4(pos, 1.0);
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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 fontColor;
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|     vec4 outlineColor;
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|     vec4 mulColor;
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|     vec3 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 sampler2DArray tex;
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| void main()
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| {
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|     vec4 texel = texture(tex, vtf.uv);
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|     colorOut = (vtf.fontColor * texel.r + vtf.outlineColor * texel.g) * vtf.mulColor;
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| }
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| 
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| #vertex hlsl
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| struct InstData
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| {
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|     float4 posIn[4] : POSITION;
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|     float4 uvIn[4] : UV;
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|     float4 fontColorIn : COLOR0;
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|     float4 outlineColorIn : COLOR1;
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|     float4 mulColorIn : COLOR2;
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| };
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| 
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| cbuffer TextSupportUniform : register(b0)
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| {
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|     float4x4 mtx;
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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 : SV_Position;
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|     float4 fontColor : COLOR0;
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|     float4 outlineColor : COLOR1;
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|     float4 mulColor : COLOR2;
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|     float3 uv : UV;
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| };
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| 
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| VertToFrag main(in InstData inst, in uint vertId : SV_VertexID)
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| {
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|     VertToFrag vtf;
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|     vtf.fontColor = color * inst.fontColorIn;
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|     vtf.outlineColor = color * inst.outlineColorIn;
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|     vtf.mulColor = inst.mulColorIn;
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|     vtf.uv = inst.uvIn[vertId].xyz;
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|     vtf.pos = mul(mtx, float4(inst.posIn[vertId].xyz, 1.0));
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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 pos : SV_Position;
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|     float4 fontColor : COLOR0;
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|     float4 outlineColor : COLOR1;
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|     float4 mulColor : COLOR2;
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|     float3 uv : UV;
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| };
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| 
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| Texture2DArray tex : register(t0);
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| SamplerState samp : register(s3);
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| 
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| float4 main(in VertToFrag vtf) : SV_Target0
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| {
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|     float4 texel = tex.Sample(samp, vtf.uv.xyz);
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|     return (vtf.fontColor * texel.r + vtf.outlineColor * texel.g) * vtf.mulColor;
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| }
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| 
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| #vertex metal
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| struct InstData
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| {
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|     float4 posIn[4];
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|     float4 uvIn[4];
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|     float4 fontColorIn;
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|     float4 outlineColorIn;
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|     float4 mulColorIn;
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| };
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| 
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| struct TextSupportUniform
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| {
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|     float4x4 mtx;
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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 fontColor;
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|     float4 outlineColor;
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|     float4 mulColor;
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|     float3 uv;
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| };
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| 
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| vertex VertToFrag vmain(constant InstData* instArr [[ buffer(1) ]],
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|                         uint vertId [[ vertex_id ]], uint instId [[ instance_id ]],
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|                         constant TextSupportUniform& uData [[ buffer(2) ]])
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| {
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|     VertToFrag vtf;
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|     constant InstData& inst = instArr[instId];
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|     vtf.fontColor = inst.fontColorIn * uData.color;
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|     vtf.outlineColor = inst.outlineColorIn * uData.color;
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|     vtf.mulColor = inst.mulColorIn;
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|     vtf.uv = inst.uvIn[vertId].xyz;
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|     vtf.pos = uData.mtx * float4(inst.posIn[vertId].xyz, 1.0);
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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 fontColor;
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|     float4 outlineColor;
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|     float4 mulColor;
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|     float3 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 clampSamp [[ sampler(3) ]],
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|                       texture2d_array<float> tex [[ texture(0) ]])
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| {
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|     float4 texel = tex.sample(clampSamp, vtf.uv.xy, vtf.uv.z);
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|     return (vtf.fontColor * texel.r + vtf.outlineColor * texel.g) * vtf.mulColor;
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| }
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| 
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| #shader CTextSupportShaderAdd : CTextSupportShaderAlpha
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| #srcfac srcalpha
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| #dstfac one
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| 
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| #shader CTextSupportShaderAddOverdraw : CTextSupportShaderAlpha
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| #srcfac one
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| #dstfac one
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| 
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| #shader CTextSupportShaderImageAlpha
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| #instattribute position4 0
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| #instattribute position4 1
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| #instattribute position4 2
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| #instattribute position4 3
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| #instattribute uv4 0
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| #instattribute uv4 1
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| #instattribute uv4 2
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| #instattribute uv4 3
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| #instattribute color 0
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| #srcfac srcalpha
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| #dstfac invsrcalpha
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| #primitive tristrips
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| #depthtest lequal
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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 vec3 posIn[4];
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| layout(location=4) in vec2 uvIn[4];
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| layout(location=8) in vec4 colorIn;
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| 
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| UBINDING0 uniform TextSupportUniform
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| {
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|     mat4 mtx;
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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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|     vec3 pos = posIn[gl_VertexID].xyz;
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|     vtf.uv = uvIn[gl_VertexID];
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|     vtf.color = color * colorIn;
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|     gl_Position = mtx * vec4(pos, 1.0);
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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 tex;
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| void main()
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| {
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|     vec4 texel = texture(tex, vtf.uv);
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|     colorOut = vtf.color * texel;
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| }
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| 
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| #vertex hlsl
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| struct InstData
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| {
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|     float4 posIn[4] : POSITION;
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|     float4 uvIn[4] : UV;
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|     float4 colorIn : COLOR;
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| };
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| 
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| cbuffer TextSupportUniform : register(b0)
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| {
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|     float4x4 mtx;
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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 : 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 InstData inst, in uint vertId : SV_VertexID)
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| {
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|     VertToFrag vtf;
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|     vtf.color = color * inst.colorIn;
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|     vtf.uv = inst.uvIn[vertId].xy;
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|     vtf.pos = mul(mtx, float4(inst.posIn[vertId].xyz, 1.0));
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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 pos : 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 tex : register(t0);
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| SamplerState samp : register(s3);
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| 
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| float4 main(in VertToFrag vtf) : SV_Target0
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| {
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|     float4 texel = tex.Sample(samp, vtf.uv);
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|     return vtf.color * texel;
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| }
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| 
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| #vertex metal
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| struct InstData
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| {
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|     float4 posIn[4];
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|     float4 uvIn[4];
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|     float4 colorIn;
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| };
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| 
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| struct TextSupportUniform
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| {
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|     float4x4 mtx;
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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(constant InstData* instArr [[ buffer(1) ]],
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|                         uint vertId [[ vertex_id ]], uint instId [[ instance_id ]],
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|                         constant TextSupportUniform& uData [[ buffer(2) ]])
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| {
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|     VertToFrag vtf;
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|     constant InstData& inst = instArr[instId];
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|     vtf.color = uData.color * inst.colorIn;
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|     vtf.uv = inst.uvIn[vertId].xy;
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|     vtf.pos = uData.mtx * float4(inst.posIn[vertId].xyz, 1.0);
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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 clampSamp [[ sampler(3) ]],
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|                       texture2d<float> tex [[ texture(0) ]])
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| {
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|     float4 texel = tex.sample(clampSamp, vtf.uv);
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|     return vtf.color * texel;
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| }
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| 
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| #shader CTextSupportShaderImageAdd : CTextSupportShaderImageAlpha
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| #srcfac srcalpha
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| #dstfac one
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| 
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| #shader CTextSupportShaderImageAddOverdraw : CTextSupportShaderImageAlpha
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| #srcfac one
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| #dstfac one
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