metaforce/Shaders/CWorldShadowShader.shader

123 lines
1.8 KiB
GLSL

#shader CWorldShadowShader
#attribute position4
#srcfac srcalpha
#dstfac invsrcalpha
#primitive tristrips
#depthtest none
#depthwrite false
#culling none
#vertex glsl
layout(location=0) in vec4 posIn;
UBINDING0 uniform ColoredQuadUniform
{
mat4 xf;
vec4 color;
};
struct VertToFrag
{
vec4 color;
};
SBINDING(0) out VertToFrag vtf;
void main()
{
vtf.color = color;
gl_Position = xf * vec4(posIn.xyz, 1.0);
}
#fragment glsl
struct VertToFrag
{
vec4 color;
};
SBINDING(0) in VertToFrag vtf;
layout(location=0) out vec4 colorOut;
void main()
{
colorOut = vtf.color;
}
#vertex hlsl
struct VertData
{
float4 posIn : POSITION;
};
cbuffer ColoredQuadUniform : register(b0)
{
float4x4 xf;
float4 color;
};
struct VertToFrag
{
float4 position : SV_Position;
float4 color : COLOR;
};
VertToFrag main(in VertData v)
{
VertToFrag vtf;
vtf.color = color;
vtf.position = mul(xf, float4(v.posIn.xyz, 1.0));
return vtf;
}
#fragment hlsl
struct VertToFrag
{
float4 position : SV_Position;
float4 color : COLOR;
};
float4 main(in VertToFrag vtf) : SV_Target0
{
return vtf.color;
}
#vertex metal
struct VertData
{
float4 posIn [[ attribute(0) ]];
};
struct ColoredQuadUniform
{
float4x4 xf;
float4 color;
};
struct VertToFrag
{
float4 position [[ position ]];
float4 color;
};
vertex VertToFrag vmain(VertData v [[ stage_in ]], constant ColoredQuadUniform& cqu [[ buffer(2) ]])
{
VertToFrag vtf;
vtf.color = cqu.color;
vtf.position = cqu.xf * float4(v.posIn.xyz, 1.0);
return vtf;
}
#fragment metal
struct VertToFrag
{
float4 position [[ position ]];
float4 color;
};
fragment float4 fmain(VertToFrag vtf [[ stage_in ]])
{
return vtf.color;
}
#shader CWorldShadowShaderZ : CWorldShadowShader
#depthtest lequal
#depthwrite true