mirror of https://github.com/AxioDL/metaforce.git
351 lines
6.2 KiB
GLSL
351 lines
6.2 KiB
GLSL
#shader CDecalShaderTexZTest
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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 color
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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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#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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#vertex glsl
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layout(location=0) in vec4 posIn[4];
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layout(location=4) in vec4 colorIn;
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layout(location=5) in vec4 uvsIn[4];
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UBINDING0 uniform DecalUniform
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{
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mat4 mvp;
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vec4 moduColor;
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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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SBINDING(0) out VertToFrag vtf;
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void main()
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{
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vtf.color = colorIn * moduColor;
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vtf.uv = uvsIn[gl_VertexID].xy;
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gl_Position = mvp * posIn[gl_VertexID];
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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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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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colorOut = vtf.color * texture(tex, vtf.uv);
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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[4] : POSITION;
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float4 colorIn : COLOR;
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float4 uvsIn[4] : UV;
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};
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cbuffer DecalUniform : register(b0)
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{
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float4x4 mvp;
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float4 moduColor;
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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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VertToFrag main(in VertData v, in uint vertId : SV_VertexID)
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{
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VertToFrag vtf;
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vtf.color = v.colorIn * moduColor;
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vtf.uv = v.uvsIn[vertId].xy;
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vtf.position = mul(mvp, v.posIn[vertId]);
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return vtf;
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}
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#fragment hlsl
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SamplerState samp : register(s0);
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Texture2D tex0 : register(t0);
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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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float4 main(in VertToFrag vtf) : SV_Target0
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{
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return vtf.color * tex0.Sample(samp, vtf.uv);
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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[4];
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float4 colorIn;
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float4 uvsIn[4];
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};
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struct DecalUniform
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{
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float4x4 mvp;
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float4 moduColor;
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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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float4 color;
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float2 uv;
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};
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vertex VertToFrag vmain(constant VertData* va [[ buffer(1) ]],
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uint vertId [[ vertex_id ]], uint instId [[ instance_id ]],
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constant DecalUniform& decal [[ buffer(2) ]])
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{
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VertToFrag vtf;
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constant VertData& v = va[instId];
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vtf.color = v.colorIn * decal.moduColor;
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vtf.uv = v.uvsIn[vertId].xy;
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vtf.position = decal.mvp * v.posIn[vertId];
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return vtf;
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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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float4 color;
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float2 uv;
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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> tex0 [[ texture(0) ]])
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{
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return vtf.color * tex0.sample(samp, vtf.uv);
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}
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#shader CDecalShaderTexAdditiveZTest : CDecalShaderTexZTest
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#srcfac srcalpha
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#dstfac one
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#shader CDecalShaderTexRedToAlphaZTest : CDecalShaderTexZTest
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#srcfac one
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#dstfac one
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#alphawrite true
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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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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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colorOut = vtf.color * texture(tex, vtf.uv);
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colorOut.a = colorOut.r;
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}
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#fragment hlsl
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SamplerState samp : register(s0);
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Texture2D tex0 : register(t0);
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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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float4 main(in VertToFrag vtf) : SV_Target0
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{
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float4 colorOut = vtf.color * tex0.Sample(samp, vtf.uv);
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colorOut.a = colorOut.r;
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return colorOut;
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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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float4 color;
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float2 uv;
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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> tex0 [[ texture(0) ]])
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{
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float4 colorOut = vtf.color * tex0.sample(samp, vtf.uv);
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colorOut.a = colorOut.r;
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return colorOut;
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}
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#shader CDecalShaderNoTexZTest
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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 color
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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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#alphawrite false
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#culling none
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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 colorIn;
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UBINDING0 uniform DecalUniform
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{
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mat4 mvp;
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vec4 moduColor;
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};
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struct VertToFrag
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{
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vec4 color;
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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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vtf.color = colorIn * moduColor;
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gl_Position = mvp * posIn[gl_VertexID];
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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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};
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SBINDING(0) in VertToFrag vtf;
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layout(location=0) out vec4 colorOut;
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void main()
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{
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colorOut = vtf.color;
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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[4] : POSITION;
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float4 colorIn : COLOR;
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};
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cbuffer DecalUniform : register(b0)
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{
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float4x4 mvp;
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float4 moduColor;
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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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};
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VertToFrag main(in VertData v, in uint vertId : SV_VertexID)
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{
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VertToFrag vtf;
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vtf.color = v.colorIn * moduColor;
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vtf.position = mul(mvp, v.posIn[vertId]);
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return vtf;
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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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};
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float4 main(in VertToFrag vtf) : SV_Target0
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{
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return vtf.color;
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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[4];
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float4 colorIn;
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};
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struct DecalUniform
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{
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float4x4 mvp;
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float4 moduColor;
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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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float4 color;
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};
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vertex VertToFrag vmain(constant VertData* va [[ buffer(1) ]],
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uint vertId [[ vertex_id ]], uint instId [[ instance_id ]],
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constant DecalUniform& decal [[ buffer(2) ]])
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{
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VertToFrag vtf;
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constant VertData& v = va[instId];
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vtf.color = v.colorIn * decal.moduColor;
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vtf.position = decal.mvp * v.posIn[vertId];
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return vtf;
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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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float4 color;
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};
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fragment float4 fmain(VertToFrag vtf [[ stage_in ]])
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{
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return vtf.color;
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}
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#shader CDecalShaderNoTexAdditiveZTest : CDecalShaderNoTexZTest
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#srcfac srcalpha
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#dstfac one
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