mirror of https://github.com/AxioDL/metaforce.git
238 lines
6.3 KiB
GLSL
238 lines
6.3 KiB
GLSL
#shader CFogVolumeFilter1Way
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#attribute position4
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#attribute uv4
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#srcfac dstalpha
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#dstfac one
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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 vec2 uvIn;
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UBINDING0 uniform FogVolumeFilterUniform
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{
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vec4 color;
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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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gl_Position = vec4(posIn.xy, 0.0, 1.0);
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vtf.color = color;
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vtf.uv = uvIn;
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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 zFrontfaceTex;
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TBINDING1 uniform sampler2D zBackfaceTex;
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TBINDING2 uniform sampler2D zLinearizer;
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void main()
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{
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float y;
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const float linScale = 65535.0 / 65536.0 * 256.0;
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float x = modf(texture(zFrontfaceTex, vtf.uv).r * linScale, y);
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const float uvBias = 0.5 / 256.0;
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float alpha = texture(zLinearizer, vec2(x * 255.0 / 256.0 + uvBias, y / 256.0 + uvBias)).r * 10.0;
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colorOut = vtf.color * alpha;
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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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float2 uvIn : UV;
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};
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cbuffer FogVolumeFilterUniform : register(b0)
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{
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float4 color;
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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.position = float4(v.posIn.x, -v.posIn.y, 0.0, 1.0);
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vtf.color = color;
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vtf.uv = v.uvIn;
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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 zFrontfaceTex : register(t0);
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Texture2D zBackfaceTex : register(t1);
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Texture2D zLinearizer : register(t2);
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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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float y;
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const float linScale = 65535.0 / 65536.0 * 256.0;
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float x = modf((1.0 - zFrontfaceTex.Sample(samp, vtf.uv).r) * linScale, y);
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const float uvBias = 0.5 / 256.0;
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float alpha = zLinearizer.Sample(samp, float2(x * 255.0 / 256.0 + uvBias, y / 256.0 + uvBias)).r * 10.0;
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return vtf.color * alpha;
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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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float2 uvIn [[ attribute(1) ]];
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};
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struct FogVolumeFilterUniform
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{
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float4 color;
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};
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struct VertToFrag
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{
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float4 pos [[ 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 ]],
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constant FogVolumeFilterUniform& fu [[ buffer(2) ]])
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{
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VertToFrag vtf;
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vtf.pos = float4(v.posIn.x, -v.posIn.y, 0.0, 1.0);
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vtf.color = fu.color;
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vtf.uv = v.uvIn;
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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 pos [[ 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> zFrontfaceTex [[ texture(0) ]],
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texture2d<float> zBackfaceTex [[ texture(1) ]],
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texture2d<float> zLinearizer [[ texture(2) ]])
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{
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float y;
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const float linScale = 65535.0 / 65536.0 * 256.0;
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float x = modf((1.0 - zFrontfaceTex.sample(samp, vtf.uv).r) * linScale, y);
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const float uvBias = 0.5 / 256.0;
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float alpha = zLinearizer.sample(samp, float2(x * 255.0 / 256.0 + uvBias, y / 256.0 + uvBias)).r * 10.0;
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return vtf.color * alpha;
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}
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#shader CFogVolumeFilter2Way : CFogVolumeFilter1Way
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#srcfac srcalpha
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#dstfac one
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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 zFrontfaceTex;
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TBINDING1 uniform sampler2D zBackfaceTex;
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TBINDING2 uniform sampler2D zLinearizer;
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void main()
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{
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float frontY;
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float backY;
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const float linScale = 65535.0 / 65536.0 * 256.0;
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float frontX = modf(texture(zFrontfaceTex, vtf.uv).r * linScale, frontY);
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float backX = modf(texture(zBackfaceTex, vtf.uv).r * linScale, backY);
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const float uvBias = 0.5 / 256.0;
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float frontLin = texture(zLinearizer, vec2(frontX * 255.0 / 256.0 + uvBias, frontY / 256.0 + uvBias)).r;
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float backLin = texture(zLinearizer, vec2(backX * 255.0 / 256.0 + uvBias, backY / 256.0 + uvBias)).r;
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colorOut = vec4(vtf.color.rgb, (frontLin - backLin) * 10.0);
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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 zFrontfaceTex : register(t0);
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Texture2D zBackfaceTex : register(t1);
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Texture2D zLinearizer : register(t2);
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SamplerState samp : register(s0);
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SamplerState zLinearizerSamp : register(s3);
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float4 main(in VertToFrag vtf) : SV_Target0
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{
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float frontY;
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float backY;
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const float linScale = 65535.0 / 65536.0 * 256.0;
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float frontX = modf((1.0 - zFrontfaceTex.Sample(samp, vtf.uv).r) * linScale, frontY);
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float backX = modf((1.0 - zBackfaceTex.Sample(samp, vtf.uv).r) * linScale, backY);
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const float uvBias = 0.5 / 256.0;
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float frontLin = zLinearizer.Sample(zLinearizerSamp, float2(frontX * 255.0 / 256.0 + uvBias, frontY / 256.0 + uvBias)).r;
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float backLin = zLinearizer.Sample(zLinearizerSamp, float2(backX * 255.0 / 256.0 + uvBias, backY / 256.0 + uvBias)).r;
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return float4(vtf.color.rgb, (frontLin - backLin) * 10.0);
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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 pos [[ 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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sampler zLinearizerSamp [[ sampler(3) ]],
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texture2d<float> zFrontfaceTex [[ texture(0) ]],
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texture2d<float> zBackfaceTex [[ texture(1) ]],
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texture2d<float> zLinearizer [[ texture(2) ]])
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{
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float frontY;
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float backY;
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const float linScale = 65535.0 / 65536.0 * 256.0;
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float frontX = modf((1.0 - zFrontfaceTex.sample(samp, vtf.uv).r) * linScale, frontY);
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float backX = modf((1.0 - zBackfaceTex.sample(samp, vtf.uv).r) * linScale, backY);
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const float uvBias = 0.5 / 256.0;
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float frontLin = zLinearizer.sample(zLinearizerSamp, float2(frontX * 255.0 / 256.0 + uvBias, frontY / 256.0 + uvBias)).r;
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float backLin = zLinearizer.sample(zLinearizerSamp, float2(backX * 255.0 / 256.0 + uvBias, backY / 256.0 + uvBias)).r;
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return float4(vtf.color.rgb, (frontLin - backLin) * 10.0);
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}
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