metaforce/Shaders/CFogVolumePlaneShader.shader

92 lines
1.4 KiB
GLSL

#shader CFogVolumePlaneShader0
#attribute position4
#srcfac zero
#dstfac zero
#primitive tristrips
#depthtest lequal
#depthwrite true
#colorwrite false
#alphawrite true
#culling frontface
#vertex glsl
layout(location=0) in vec4 posIn;
void main()
{
gl_Position = posIn;
}
#fragment glsl
layout(location=0) out vec4 colorOut;
void main()
{
colorOut = vec4(1.0);
}
#vertex hlsl
struct VertData
{
float4 posIn : POSITION;
};
float4 main(in VertData v) : SV_Position
{
return v.posIn;
}
#fragment hlsl
float4 main() : SV_Target0
{
return float4(1.0, 1.0, 1.0, 1.0);
}
#vertex metal
struct VertData
{
float4 posIn [[ attribute(0) ]];
};
struct VertToFrag
{
float4 position [[ position ]];
};
vertex VertToFrag vmain(VertData v [[ stage_in ]])
{
VertToFrag vtf;
vtf.position = v.posIn;
return vtf;
}
#fragment metal
struct VertToFrag
{
float4 position [[ position ]];
};
fragment float4 fmain(VertToFrag vtf [[ stage_in ]])
{
return float4(1.0, 1.0, 1.0, 1.0);
}
#shader CFogVolumePlaneShader1 : CFogVolumePlaneShader0
#depthtest none
#depthwrite false
#colorwrite false
#alphawrite true
#culling frontface
#shader CFogVolumePlaneShader2 : CFogVolumePlaneShader0
#depthtest lequal
#depthwrite true
#colorwrite false
#alphawrite true
#culling backface
#shader CFogVolumePlaneShader3 : CFogVolumePlaneShader0
#depthtest greater
#depthwrite false
#colorwrite false
#alphawrite true
#culling backface