mirror of https://github.com/AxioDL/metaforce.git
145 lines
3.1 KiB
GLSL
145 lines
3.1 KiB
GLSL
#shader CThermalHotFilter
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#attribute position4
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#attribute uv4
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#srcfac dstalpha
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#dstfac invdstalpha
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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 vec4 posIn;
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layout(location=1) in vec4 uvIn;
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UBINDING0 uniform ThermalHotUniform
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{
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vec4 colorReg0;
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vec4 colorReg1;
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vec4 colorReg2;
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};
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struct VertToFrag
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{
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vec2 sceneUv;
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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.sceneUv = uvIn.xy;
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gl_Position = vec4(posIn.xyz, 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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vec2 sceneUv;
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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 paletteTex;
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const vec4 kRGBToYPrime = vec4(0.257, 0.504, 0.098, 0.0);
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void main()
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{
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float sceneSample = dot(texture(sceneTex, vtf.sceneUv), kRGBToYPrime) + 16.0 / 255.0;
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vec4 colorSample = texture(paletteTex, vec2(sceneSample / 16.0, 0.5));
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colorOut = vec4(colorSample.rgb, 0.0);
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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 ThermalHotUniform : register(b0)
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{
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float4 colorReg0;
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float4 colorReg1;
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float4 colorReg2;
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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 : 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.sceneUv = v.uvIn.xy;
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vtf.sceneUv.y = 1.0 - vtf.sceneUv.y;
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vtf.position = float4(v.posIn.xyz, 1.0);
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return vtf;
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}
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#fragment hlsl
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Texture2D sceneTex : register(t0);
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Texture2D paletteTex : 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 : UV;
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};
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static const float4 kRGBToYPrime = float4(0.257, 0.504, 0.098, 0.0);
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float4 main(in VertToFrag vtf) : SV_Target0
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{
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float sceneSample = dot(sceneTex.Sample(samp, vtf.sceneUv), kRGBToYPrime) + 16.0 / 255.0;
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float4 colorSample = paletteTex.Sample(samp, float2(sceneSample / 16.0, 0.5));
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return float4(colorSample.rgb, 0.0);
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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 ThermalHotUniform
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{
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float4 colorReg0;
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float4 colorReg1;
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float4 colorReg2;
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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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};
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vertex VertToFrag vmain(VertData v [[ stage_in ]], constant ThermalHotUniform& thu [[ buffer(2) ]])
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{
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VertToFrag vtf;
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vtf.sceneUv = v.uvIn.xy;
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vtf.sceneUv.y = 1.0 - vtf.sceneUv.y;
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vtf.position = float4(v.posIn.xyz, 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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float2 sceneUv;
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};
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constant float4 kRGBToYPrime = float4(0.257, 0.504, 0.098, 0.0);
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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> paletteTex [[ texture(1) ]])
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{
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float sceneSample = dot(sceneTex.sample(samp, vtf.sceneUv), kRGBToYPrime) + 16.0 / 255.0;
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float4 colorSample = paletteTex.sample(samp, float2(sceneSample / 16.0, 0.5));
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return float4(colorSample.rgb, 0.0);
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}
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