metaforce/Shaders/CRadarPaintShader.shader

149 lines
2.7 KiB
GLSL

#shader CRadarPaintShader
#instattribute position4 0
#instattribute position4 1
#instattribute position4 2
#instattribute position4 3
#instattribute uv4 0
#instattribute uv4 1
#instattribute uv4 2
#instattribute uv4 3
#instattribute color
#srcfac srcalpha
#dstfac one
#primitive tristrips
#depthtest none
#depthwrite false
#culling none
#vertex glsl
layout(location=0) in vec4 posIn[4];
layout(location=4) in vec4 uvIn[4];
layout(location=8) in vec4 colorIn;
UBINDING0 uniform RadarPaintUniform
{
mat4 xf;
};
struct VertToFrag
{
vec4 color;
vec2 uv;
};
SBINDING(0) out VertToFrag vtf;
void main()
{
vec3 pos = posIn[gl_VertexID].xyz;
vtf.uv = uvIn[gl_VertexID].xy;
vtf.color = colorIn;
gl_Position = xf * vec4(pos, 1.0);
}
#fragment glsl
struct VertToFrag
{
vec4 color;
vec2 uv;
};
SBINDING(0) in VertToFrag vtf;
layout(location=0) out vec4 colorOut;
TBINDING0 uniform sampler2D tex;
void main()
{
colorOut = vtf.color * texture(tex, vtf.uv);
}
#vertex hlsl
struct VertData
{
float4 posIn[4] : POSITION;
float4 uvIn[4] : UV;
float4 colorIn : COLOR;
};
cbuffer RadarPaintUniform : register(b0)
{
float4x4 xf;
};
struct VertToFrag
{
float4 position : SV_Position;
float4 color : COLOR;
float2 uv : UV;
};
VertToFrag main(in VertData v, in uint vertId : SV_VertexID)
{
VertToFrag vtf;
vtf.color = v.colorIn;
vtf.uv = v.uvIn[vertId].xy;
vtf.position = mul(xf, float4(v.posIn[vertId].xyz, 1.0));
return vtf;
}
#fragment hlsl
struct VertToFrag
{
float4 position : SV_Position;
float4 color : COLOR;
float2 uv : UV;
};
SamplerState samp : register(s0);
Texture2D tex : register(t0);
float4 main(in VertToFrag vtf) : SV_Target0
{
return vtf.color * tex.Sample(samp, vtf.uv);
}
#vertex metal
struct VertData
{
float4 posIn[4];
float4 uvIn[4];
float4 colorIn;
};
struct RadarPaintUniform
{
float4x4 xf;
};
struct VertToFrag
{
float4 position [[ position ]];
float4 color;
float2 uv;
};
vertex VertToFrag vmain(constant VertData* va [[ buffer(1) ]],
uint vertId [[ vertex_id ]], uint instId [[ instance_id ]],
constant RadarPaintUniform& rpu [[ buffer(2) ]])
{
VertToFrag vtf;
constant VertData& v = va[instId];
vtf.color = v.colorIn;
vtf.uv = v.uvIn[vertId].xy;
vtf.position = rpu.xf * float4(v.posIn[vertId].xyz, 1.0);
return vtf;
}
#fragment metal
struct VertToFrag
{
float4 position [[ position ]];
float4 color;
float2 uv;
};
fragment float4 fmain(VertToFrag vtf [[ stage_in ]],
sampler samp [[ sampler(0) ]],
texture2d<float> tex [[ texture(0) ]])
{
return vtf.color * tex.sample(samp, vtf.uv);
}