mirror of https://github.com/AxioDL/metaforce.git
156 lines
3.3 KiB
GLSL
156 lines
3.3 KiB
GLSL
#shader CMoviePlayerShader
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#attribute position4
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#attribute uv4
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#srcfac srcalpha
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#dstfac invsrcalpha
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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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#vertex glsl
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layout(location=0) in vec3 posIn;
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layout(location=1) in vec2 uvIn;
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UBINDING0 uniform ViewBlock
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{
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mat4 mv;
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vec4 mulColor;
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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.uv = uvIn;
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vtf.color = mulColor;
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gl_Position = mv * vec4(posIn, 1.0);
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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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TBINDING0 uniform sampler2D texY;
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TBINDING1 uniform sampler2D texU;
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TBINDING2 uniform sampler2D texV;
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layout(location=0) out vec4 colorOut;
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void main()
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{
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vec3 yuv;
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yuv.r = texture(texY, vtf.uv).r;
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yuv.g = texture(texU, vtf.uv).r;
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yuv.b = texture(texV, vtf.uv).r;
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yuv.r = 1.1643*(yuv.r-0.0625);
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yuv.g = yuv.g-0.5;
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yuv.b = yuv.b-0.5;
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colorOut = vec4(yuv.r+1.5958*yuv.b,
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yuv.r-0.39173*yuv.g-0.81290*yuv.b,
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yuv.r+2.017*yuv.g, 1.0) * 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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float3 posIn : POSITION;
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float2 uvIn : UV;
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};
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cbuffer ViewBlock : register(b0)
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{
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float4x4 mv;
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float4 mulColor;
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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)
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{
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VertToFrag vtf;
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vtf.uv = v.uvIn;
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vtf.color = mulColor;
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vtf.position = mul(mv, float4(v.posIn, 1.0));
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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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float2 uv : UV;
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};
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Texture2D texs[3] : register(t0);
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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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float3 yuv;
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yuv.r = texs[0].Sample(samp, vtf.uv).r;
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yuv.g = texs[1].Sample(samp, vtf.uv).r;
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yuv.b = texs[2].Sample(samp, vtf.uv).r;
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yuv.r = 1.1643*(yuv.r-0.0625);
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yuv.g = yuv.g-0.5;
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yuv.b = yuv.b-0.5;
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return float4(yuv.r+1.5958*yuv.b,
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yuv.r-0.39173*yuv.g-0.81290*yuv.b,
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yuv.r+2.017*yuv.g, 1.0) * 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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float3 posIn [[ attribute(0) ]];
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float2 uvIn [[ attribute(1) ]];
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};
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struct ViewBlock
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{
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float4x4 mv;
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float4 mulColor;
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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(VertData v [[ stage_in ]], constant ViewBlock& view [[ buffer(2) ]])
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{
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VertToFrag vtf;
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vtf.uv = v.uvIn;
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vtf.color = view.mulColor;
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vtf.position = view.mv * float4(v.posIn, 1.0);
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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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texture2d<float> tex1 [[ texture(1) ]],
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texture2d<float> tex2 [[ texture(2) ]])
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{
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float3 yuv;
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yuv.r = tex0.sample(samp, vtf.uv).r;
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yuv.g = tex1.sample(samp, vtf.uv).r;
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yuv.b = tex2.sample(samp, vtf.uv).r;
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yuv.r = 1.1643*(yuv.r-0.0625);
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yuv.g = yuv.g-0.5;
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yuv.b = yuv.b-0.5;
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return float4(yuv.r+1.5958*yuv.b,
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yuv.r-0.39173*yuv.g-0.81290*yuv.b,
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yuv.r+2.017*yuv.g, 1.0) * vtf.color;
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}
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