mirror of https://github.com/AxioDL/metaforce.git
206 lines
4.5 KiB
GLSL
206 lines
4.5 KiB
GLSL
#include "SpecterCommon.shader"
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#shader SpecterTextViewShader
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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 modelview 0
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#instattribute modelview 1
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#instattribute modelview 2
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#instattribute modelview 3
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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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#instattribute color
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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[4];
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layout(location=4) in mat4 mvMtx;
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layout(location=8) in vec3 uvIn[4];
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layout(location=12) in vec4 colorIn;
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SPECTER_GLSL_VIEW_VERT_BLOCK
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struct VertToFrag
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{
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vec3 uv;
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vec4 color;
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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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vec3 pos = posIn[gl_VertexID];
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vtf.uv = uvIn[gl_VertexID];
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vtf.color = colorIn * mulColor;
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gl_Position = mv * mvMtx * vec4(pos, 1.0);
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}
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#fragment glsl
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TBINDING0 uniform sampler2DArray fontTex;
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struct VertToFrag
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{
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vec3 uv;
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vec4 color;
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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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void main()
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{
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colorOut = vtf.color;
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colorOut.a *= texture(fontTex, vtf.uv).r;
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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[4] : POSITION;
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float4x4 mvMtx : MODELVIEW;
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float3 uvIn[4] : UV;
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float4 colorIn : COLOR;
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};
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SPECTER_HLSL_VIEW_VERT_BLOCK
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struct VertToFrag
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{
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float4 position : SV_Position;
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float3 uv : UV;
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float4 color : COLOR;
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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.uv = v.uvIn[vertId];
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vtf.color = v.colorIn * mulColor;
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vtf.position = mul(mv, mul(v.mvMtx, float4(v.posIn[vertId], 1.0)));
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return vtf;
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}
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#fragment hlsl
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Texture2DArray fontTex : register(t0);
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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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float3 uv : UV;
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float4 color : COLOR;
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};
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float4 main(in VertToFrag vtf) : SV_Target0
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{
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float4 colorOut = vtf.color;
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colorOut.a *= fontTex.Sample(samp, vtf.uv).r;
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return colorOut;
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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[4];
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float4x4 mvMtx;
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float3 uvIn[4];
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float4 colorIn;
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};
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SPECTER_METAL_VIEW_VERT_BLOCK
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struct VertToFrag
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{
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float4 position [[ position ]];
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float3 uv;
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float4 color;
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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 SpecterViewBlock& view [[ 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.uv = v.uvIn[vertId];
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vtf.color = v.colorIn * view.mulColor;
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vtf.position = view.mv * v.mvMtx * float4(v.posIn[vertId], 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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float3 uv;
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float4 color;
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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_array<float> fontTex [[ texture(0) ]])
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{
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float4 colorOut = vtf.color;
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colorOut.a *= fontTex.sample(samp, vtf.uv.xy, vtf.uv.z).r;
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return colorOut;
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}
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#shader SpecterTextViewShaderSubpixel : SpecterTextViewShader
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#srcfac srccolor1
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#dstfac invsrccolor1
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#overwritealpha true
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#fragment glsl
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TBINDING0 uniform sampler2DArray fontTex;
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struct VertToFrag
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{
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vec3 uv;
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vec4 color;
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};
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SBINDING(0) in VertToFrag vtf;
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layout(location=0, index=0) out vec4 colorOut;
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layout(location=0, index=1) out vec4 blendOut;
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void main()
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{
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colorOut = vtf.color;
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blendOut = colorOut.a * texture(fontTex, vtf.uv);
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}
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#fragment hlsl
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Texture2DArray fontTex : register(t0);
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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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float3 uv : UV;
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float4 color : COLOR;
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};
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struct BlendOut
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{
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float4 colorOut : SV_Target0;
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float4 blendOut : SV_Target1;
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};
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BlendOut main(in VertToFrag vtf)
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{
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BlendOut ret;
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ret.colorOut = vtf.color;
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ret.blendOut = ret.colorOut.a * fontTex.Sample(samp, vtf.uv);
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return ret;
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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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float3 uv;
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float4 color;
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};
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struct BlendOut
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{
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float4 colorOut [[ color(0), index(0) ]];
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float4 blendOut [[ color(0), index(1) ]];
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};
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fragment BlendOut fmain(VertToFrag vtf [[ stage_in ]],
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sampler samp [[ sampler(0) ]],
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texture2d_array<float> fontTex [[ texture(0) ]])
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{
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BlendOut ret;
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ret.colorOut = vtf.color;
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ret.blendOut = ret.colorOut.a * fontTex.sample(samp, vtf.uv.xy, vtf.uv.z);
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return ret;
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}
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