mirror of https://github.com/AxioDL/metaforce.git
303 lines
6.3 KiB
GLSL
303 lines
6.3 KiB
GLSL
#shader CEnvFxSnowShader
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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 one
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#dstfac one
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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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layout(location=5) in vec4 uvsIn[4];
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UBINDING0 uniform EnvFxUniform
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{
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mat4 mv;
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mat4 proj;
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mat4 envMtx;
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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 mvPos;
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vec4 color;
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vec2 uvFlake;
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vec2 uvEnv;
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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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vec4 pos = vec4(posIn[gl_VertexID].xyz, 1.0);
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vtf.color = colorIn * moduColor;
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vtf.uvFlake = uvsIn[gl_VertexID].xy;
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vtf.uvEnv = (envMtx * pos).xy;
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vtf.mvPos = mv * pos;
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gl_Position = proj * vtf.mvPos;
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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 mvPos;
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vec4 color;
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vec2 uvFlake;
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vec2 uvEnv;
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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 texFlake;
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TBINDING1 uniform sampler2D texEnv;
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UBINDING1 uniform FogUniform
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{
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vec4 color;
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float A;
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float B;
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float C;
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int mode;
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};
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vec4 MainPostFunc(vec4 colorIn)
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{
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float fogZ;
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float fogF = clamp((A / (B - gl_FragCoord.z)) - C, 0.0, 1.0);
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switch (mode)
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{
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case 2:
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fogZ = fogF;
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break;
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case 4:
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fogZ = 1.0 - exp2(-8.0 * fogF);
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break;
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case 5:
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fogZ = 1.0 - exp2(-8.0 * fogF * fogF);
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break;
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case 6:
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fogZ = exp2(-8.0 * (1.0 - fogF));
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break;
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case 7:
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fogF = 1.0 - fogF;
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fogZ = exp2(-8.0 * fogF * fogF);
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break;
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default:
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fogZ = 0.0;
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break;
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}
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return vec4(mix(colorIn, vec4(0.0), clamp(fogZ, 0.0, 1.0)).rgb, colorIn.a);
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}
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void main()
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{
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colorOut = MainPostFunc(vtf.color * texture(texFlake, vtf.uvFlake) * texture(texEnv, vtf.uvEnv));
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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 EnvFxUniform : register(b0)
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{
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float4x4 mv;
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float4x4 proj;
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float4x4 envMtx;
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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 mvPos : POSITION;
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float4 color : COLOR;
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float2 uvFlake : UV0;
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float2 uvEnv : UV1;
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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.uvFlake = v.uvsIn[vertId].xy;
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float4 pos = float4(v.posIn[vertId].xyz, 1.0);
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vtf.uvEnv = mul(envMtx, pos).xy;
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vtf.mvPos = mul(mv, pos);
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vtf.position = mul(proj, vtf.mvPos);
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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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SamplerState sampClamp : register(s3);
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Texture2D texFlake : register(t0);
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Texture2D texEnv : register(t1);
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struct VertToFrag
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{
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float4 position : SV_Position;
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float4 mvPos : POSITION;
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float4 color : COLOR;
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float2 uvFlake : UV0;
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float2 uvEnv : UV1;
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};
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cbuffer FogUniform : register(b1)
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{
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float4 color;
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float A;
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float B;
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float C;
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int mode;
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};
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static float4 MainPostFunc(in VertToFrag vtf, float4 colorIn)
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{
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float fogZ;
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float fogF = saturate((A / (B - (1.0 - vtf.position.z))) - C);
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switch (mode)
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{
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case 2:
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fogZ = fogF;
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break;
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case 4:
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fogZ = 1.0 - exp2(-8.0 * fogF);
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break;
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case 5:
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fogZ = 1.0 - exp2(-8.0 * fogF * fogF);
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break;
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case 6:
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fogZ = exp2(-8.0 * (1.0 - fogF));
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break;
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case 7:
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fogF = 1.0 - fogF;
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fogZ = exp2(-8.0 * fogF * fogF);
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break;
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default:
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fogZ = 0.0;
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break;
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}
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return float4(lerp(colorIn, float4(0.0,0.0,0.0,0.0), saturate(fogZ)).rgb, colorIn.a);
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}
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float4 main(in VertToFrag vtf) : SV_Target0
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{
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return MainPostFunc(vtf, vtf.color * texFlake.Sample(samp, vtf.uvFlake) * texEnv.Sample(sampClamp, vtf.uvEnv));
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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 EnvFxUniform
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{
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float4x4 mv;
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float4x4 proj;
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float4x4 envMtx;
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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 mvPos;
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float4 color;
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float2 uvFlake;
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float2 uvEnv;
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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 EnvFxUniform& particle [[ 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 * particle.moduColor;
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vtf.uvFlake = v.uvsIn[vertId].xy;
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float4 pos = float4(v.posIn[vertId].xyz, 1.0);
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vtf.uvEnv = (particle.envMtx * pos).xy;
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vtf.mvPos = particle.mv * pos;
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vtf.position = particle.proj * vtf.mvPos;
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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 mvPos;
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float4 color;
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float2 uvFlake;
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float2 uvEnv;
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};
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struct FogUniform
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{
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float4 color;
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float A;
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float B;
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float C;
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int mode;
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};
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float4 MainPostFunc(thread VertToFrag& vtf, constant FogUniform& fu, float4 colorIn)
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{
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float fogZ;
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float fogF = saturate((fu.A / (fu.B - (1.0 - vtf.position.z))) - fu.C);
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switch (fu.mode)
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{
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case 2:
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fogZ = fogF;
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break;
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case 4:
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fogZ = 1.0 - exp2(-8.0 * fogF);
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break;
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case 5:
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fogZ = 1.0 - exp2(-8.0 * fogF * fogF);
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break;
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case 6:
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fogZ = exp2(-8.0 * (1.0 - fogF));
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break;
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case 7:
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fogF = 1.0 - fogF;
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fogZ = exp2(-8.0 * fogF * fogF);
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break;
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default:
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fogZ = 0.0;
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break;
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}
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return float4(mix(colorIn, float4(0.0), saturate(fogZ)).rgb, colorIn.a);
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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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sampler sampClamp [[ sampler(3) ]],
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constant FogUniform& fu [[ buffer(3) ]],
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texture2d<float> texFlake [[ texture(0) ]],
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texture2d<float> texEnv [[ texture(1) ]])
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{
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return MainPostFunc(vtf, fu, vtf.color * texFlake.sample(samp, vtf.uvFlake) * texEnv.sample(sampClamp, vtf.uvEnv));
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}
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#shader CEnvFxUnderwaterShader : CEnvFxSnowShader
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#srcfac srcalpha
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#dstfac invsrcalpha
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