mirror of https://github.com/AxioDL/metaforce.git
687 lines
15 KiB
GLSL
687 lines
15 KiB
GLSL
#shader CElementGenShaderTexZTestZWrite
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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 srcalpha
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#dstfac invsrcalpha
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#primitive tristrips
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#depthtest lequal
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#depthwrite true
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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 ParticleUniform
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{
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mat4 mvp;
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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 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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vec4 pos = posIn[gl_VertexID];
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vtf.color = colorIn * moduColor;
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vtf.uv = uvsIn[gl_VertexID].xy;
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gl_Position = mvp * pos;
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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 tex;
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void main()
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{
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colorOut = vtf.color * texture(tex, vtf.uv);
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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 ParticleUniform : register(b0)
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{
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float4x4 mvp;
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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 color : COLOR;
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float2 uv : UV;
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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.uv = v.uvsIn[vertId].xy;
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vtf.position = mul(mvp, v.posIn[vertId]);
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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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Texture2D tex0 : register(t0);
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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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float4 main(in VertToFrag vtf) : SV_Target0
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{
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return vtf.color * tex0.Sample(samp, vtf.uv);
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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 ParticleUniform
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{
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float4x4 mvp;
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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 color;
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float2 uv;
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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 ParticleUniform& 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.uv = v.uvsIn[vertId].xy;
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vtf.position = particle.mvp * v.posIn[vertId];
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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 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> tex0 [[ texture(0) ]])
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{
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return vtf.color * tex0.sample(samp, vtf.uv);
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}
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#shader CElementGenShaderTexNoZTestZWrite : CElementGenShaderTexZTestZWrite
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#depthtest none
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#depthwrite true
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#shader CElementGenShaderTexZTestNoZWrite : CElementGenShaderTexZTestZWrite
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#depthtest lequal
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#depthwrite false
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#shader CElementGenShaderTexNoZTestNoZWrite : CElementGenShaderTexZTestZWrite
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#depthtest none
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#depthwrite false
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#shader CElementGenShaderTexAdditiveZTest : CElementGenShaderTexZTestZWrite
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#srcfac srcalpha
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#dstfac one
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#depthtest lequal
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#depthwrite false
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#shader CElementGenShaderTexAdditiveNoZTest : CElementGenShaderTexZTestZWrite
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#srcfac srcalpha
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#dstfac one
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#depthtest none
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#depthwrite false
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#shader CElementGenShaderTexZTestNoZWriteSub : CElementGenShaderTexZTestZWrite
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#srcfac subtract
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#dstfac subtract
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#depthtest lequal
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#depthwrite false
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#shader CElementGenShaderTexNoZTestNoZWriteSub : CElementGenShaderTexZTestZWrite
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#srcfac subtract
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#dstfac subtract
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#depthtest none
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#depthwrite false
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#shader CElementGenShaderTexRedToAlphaZTest : CElementGenShaderTexZTestZWrite
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#srcfac srcalpha
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#dstfac invsrcalpha
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#depthtest lequal
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#depthwrite false
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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 tex;
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void main()
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{
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colorOut = vtf.color;
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colorOut.a = texture(tex, vtf.uv).r;
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}
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#fragment hlsl
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SamplerState samp : register(s0);
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Texture2D tex0 : register(t0);
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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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float4 main(in VertToFrag vtf) : SV_Target0
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{
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return float4(vtf.color.rgb, tex0.Sample(samp, vtf.uv).r);
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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 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> tex0 [[ texture(0) ]])
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{
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return float4(vtf.color.rgb, tex0.sample(samp, vtf.uv).r);
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}
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#shader CElementGenShaderTexRedToAlphaNoZTest : CElementGenShaderTexRedToAlphaZTest
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#depthtest none
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#shader CElementGenShaderTexRedToAlphaZTestSub : CElementGenShaderTexRedToAlphaZTest
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#srcfac subtract
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#dstfac subtract
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#depthtest lequal
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#shader CElementGenShaderTexRedToAlphaNoZTestSub : CElementGenShaderTexRedToAlphaZTest
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#srcfac subtract
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#dstfac subtract
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#depthtest none
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#shader CElementGenShaderIndTexZWrite
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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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#instattribute uv4 4
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#instattribute uv4 5
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#instattribute uv4 6
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#instattribute uv4 7
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#srcfac srcalpha
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#dstfac invsrcalpha
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#depthtest none
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#depthwrite true
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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 uvsInTexrTind[4];
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layout(location=9) in vec4 uvsInScene;
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UBINDING0 uniform ParticleUniform
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{
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mat4 mvp;
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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 color;
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vec4 uvScene;
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vec2 uvTexr;
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vec2 uvTind;
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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 = posIn[gl_VertexID];
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vtf.color = colorIn * moduColor;
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vtf.uvScene = uvsInScene;
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vtf.uvTexr = uvsInTexrTind[gl_VertexID].xy;
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vtf.uvTind = uvsInTexrTind[gl_VertexID].zw;
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gl_Position = mvp * pos;
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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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vec4 uvScene;
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vec2 uvTexr;
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vec2 uvTind;
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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 texrMap;
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TBINDING1 uniform sampler2D sceneMap;
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TBINDING2 uniform sampler2D tindMap;
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void main()
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{
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vec2 tindTexel = texture(tindMap, vtf.uvTind).zw;
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vec4 sceneTexel = texture(sceneMap, mix(vtf.uvScene.xy, vtf.uvScene.zw, tindTexel));
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vec4 texrTexel = texture(texrMap, vtf.uvTexr);
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colorOut = vtf.color * vec4(sceneTexel.rgb, 1.0) + texrTexel;
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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 uvsInTexrTind[4] : UV0;
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float4 uvsInScene : UV4;
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};
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cbuffer ParticleUniform : register(b0)
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{
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float4x4 mvp;
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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 color : COLOR;
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float4 uvScene : UV0;
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float2 uvTexr : UV1;
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float2 uvTind : UV2;
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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.uvScene = v.uvsInScene;
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vtf.uvScene.y = 1.0 - vtf.uvScene.y;
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vtf.uvScene.w = 1.0 - vtf.uvScene.w;
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vtf.uvTexr = v.uvsInTexrTind[vertId].xy;
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vtf.uvTind = v.uvsInTexrTind[vertId].zw;
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vtf.position = mul(mvp, v.posIn[vertId]);
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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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Texture2D tex0 : register(t0);
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Texture2D tex1 : register(t1);
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Texture2D tex2 : register(t2);
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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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float4 uvScene : UV0;
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float2 uvTexr : UV1;
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float2 uvTind : UV2;
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};
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float4 main(in VertToFrag vtf) : SV_Target0
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{
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float2 tindTexel = tex2.Sample(samp, vtf.uvTind).zw;
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float4 sceneTexel = tex1.Sample(samp, lerp(vtf.uvScene.xy, vtf.uvScene.zw, tindTexel));
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float4 texrTexel = tex0.Sample(samp, vtf.uvTexr);
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float4 colorOut = vtf.color * float4(sceneTexel.rgb, 1.0) + texrTexel;
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colorOut.a = vtf.color.a * texrTexel.a;
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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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float4 posIn[4];
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float4 colorIn;
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float4 uvsInTexrTind[4];
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float4 uvsInScene;
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};
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struct ParticleUniform
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{
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float4x4 mvp;
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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 color;
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float4 uvScene;
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float2 uvTexr;
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float2 uvTind;
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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 ParticleUniform& 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.uvScene = v.uvsInScene;
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vtf.uvScene.y = 1.0 - vtf.uvScene.y;
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vtf.uvScene.w = 1.0 - vtf.uvScene.w;
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vtf.uvTexr = v.uvsInTexrTind[vertId].xy;
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vtf.uvTind = v.uvsInTexrTind[vertId].zw;
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vtf.position = particle.mvp * v.posIn[vertId];
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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 color;
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float4 uvScene;
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float2 uvTexr;
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float2 uvTind;
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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> tex0 [[ texture(0) ]],
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texture2d<float> tex1 [[ texture(1) ]],
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texture2d<float> tex2 [[ texture(2) ]])
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{
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float2 tindTexel = tex2.sample(samp, vtf.uvTind).ba;
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float4 sceneTexel = tex1.sample(samp, mix(vtf.uvScene.xy, vtf.uvScene.zw, tindTexel));
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float4 texrTexel = tex0.sample(samp, vtf.uvTexr);
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float4 colr = vtf.color * float4(sceneTexel.rgb, 1.0) + texrTexel;
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return float4(colr.rgb, vtf.color.a * texrTexel.a);
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}
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#shader CElementGenShaderIndTexNoZWrite : CElementGenShaderIndTexZWrite
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#depthwrite false
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#shader CElementGenShaderIndTexAdditive : CElementGenShaderIndTexZWrite
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#depthwrite true
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#srcfac srcalpha
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#dstfac one
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#shader CElementGenShaderCindTexZWrite : CElementGenShaderIndTexZWrite
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#srcfac srcalpha
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#dstfac invsrcalpha
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#depthtest none
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#depthwrite true
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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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vec4 uvScene;
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vec2 uvTexr;
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vec2 uvTind;
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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 texrMap;
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TBINDING1 uniform sampler2D sceneMap;
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TBINDING2 uniform sampler2D tindMap;
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void main()
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{
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vec2 tindTexel = texture(tindMap, vtf.uvTind).zw;
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vec4 sceneTexel = texture(sceneMap, mix(vtf.uvScene.xy, vtf.uvScene.zw, tindTexel));
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colorOut = vtf.color * vec4(sceneTexel.rgb, 1.0) * texture(texrMap, vtf.uvTexr);
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}
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#fragment hlsl
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SamplerState samp : register(s0);
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Texture2D tex0 : register(t0);
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Texture2D tex1 : register(t1);
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Texture2D tex2 : register(t2);
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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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float4 uvScene : UV0;
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float2 uvTexr : UV1;
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float2 uvTind : UV2;
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};
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float4 main(in VertToFrag vtf) : SV_Target0
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{
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float2 tindTexel = tex2.Sample(samp, vtf.uvTind).ba;
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float4 sceneTexel = tex1.Sample(samp, lerp(vtf.uvScene.xy, vtf.uvScene.zw, tindTexel));
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return vtf.color * float4(sceneTexel.rgb, 1.0) * tex0.Sample(samp, vtf.uvTexr);
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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 color;
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float4 uvScene;
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float2 uvTexr;
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float2 uvTind;
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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> tex0 [[ texture(0) ]],
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texture2d<float> tex1 [[ texture(1) ]],
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texture2d<float> tex2 [[ texture(2) ]])
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{
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float2 tindTexel = tex2.sample(samp, vtf.uvTind).ba;
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float4 sceneTexel = tex1.sample(samp, mix(vtf.uvScene.xy, vtf.uvScene.zw, tindTexel));
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return vtf.color * float4(sceneTexel.rgb, 1.0) * tex0.sample(samp, vtf.uvTexr);
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}
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#shader CElementGenShaderCindTexNoZWrite : CElementGenShaderCindTexZWrite
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#depthwrite false
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#shader CElementGenShaderCindTexAdditive : CElementGenShaderCindTexZWrite
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#depthwrite true
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#srcfac srcalpha
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#dstfac one
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#shader CElementGenShaderNoTexZTestZWrite
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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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#srcfac srcalpha
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#dstfac invsrcalpha
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#primitive tristrips
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#depthtest lequal
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#depthwrite true
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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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UBINDING0 uniform ParticleUniform
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{
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mat4 mvp;
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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 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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vec4 pos = posIn[gl_VertexID];
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vtf.color = colorIn * moduColor;
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gl_Position = mvp * pos;
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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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};
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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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}
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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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};
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cbuffer ParticleUniform : register(b0)
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{
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float4x4 mvp;
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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 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.color = v.colorIn * moduColor;
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vtf.position = mul(mvp, v.posIn[vertId]);
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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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};
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float4 main(in VertToFrag vtf) : SV_Target0
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{
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return vtf.color;
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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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};
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struct ParticleUniform
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{
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float4x4 mvp;
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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 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 ParticleUniform& 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.position = particle.mvp * v.posIn[vertId];
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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 color;
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};
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fragment float4 fmain(VertToFrag vtf [[ stage_in ]])
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{
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return vtf.color;
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}
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#shader CElementGenShaderNoTexNoZTestZWrite : CElementGenShaderNoTexZTestZWrite
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#depthtest none
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#depthwrite true
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#shader CElementGenShaderNoTexZTestNoZWrite : CElementGenShaderNoTexZTestZWrite
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#depthtest lequal
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#depthwrite false
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#shader CElementGenShaderNoTexNoZTestNoZWrite : CElementGenShaderNoTexZTestZWrite
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#depthtest none
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#depthwrite false
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#shader CElementGenShaderNoTexAdditiveZTest : CElementGenShaderNoTexZTestZWrite
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#srcfac srcalpha
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#dstfac one
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#depthtest lequal
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#depthwrite false
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#shader CElementGenShaderNoTexAdditiveNoZTest : CElementGenShaderNoTexZTestZWrite
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#srcfac srcalpha
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#dstfac one
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#depthtest none
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#depthwrite false
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