mirror of https://github.com/AxioDL/metaforce.git
311 lines
6.4 KiB
GLSL
311 lines
6.4 KiB
GLSL
#shader CRandomStaticFilterAlpha
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#attribute position4
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#attribute uv4
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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 vec4 posIn;
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layout(location=1) in vec4 uvIn;
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UBINDING0 uniform RandomStaticUniform
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{
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vec4 color;
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float randOff;
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float discardThres;
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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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float randOff;
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float discardThres;
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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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vtf.color = color;
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vtf.uv = uvIn.xy;
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vtf.randOff = randOff;
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vtf.discardThres = discardThres;
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gl_Position = vec4(posIn.xyz, 1.0);
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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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float randOff;
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float discardThres;
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};
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ivec2 Lookup8BPP(in vec2 uv, in float randOff)
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{
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float bx;
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float rx = modf(uv.x / 8.0, bx) * 8.0;
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float by;
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float ry = modf(uv.y / 4.0, by) * 4.0;
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float bidx = by * 80.0 + bx;
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float addr = bidx * 32.0 + ry * 8.0 + rx + randOff;
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float y;
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float x = modf(addr / 1024.0, y) * 1024.0;
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return ivec2(x, y);
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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 = texelFetch(tex, Lookup8BPP(vtf.uv, vtf.randOff), 0) * vtf.color;
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colorOut.a = vtf.color.a;
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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 RandomStaticUniform : register(b0)
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{
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float4 color;
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float randOff;
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float discardThres;
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};
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struct VertToFrag
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{
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float4 pos : SV_Position;
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float4 color : COLOR;
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float2 uv : UV;
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float randOff : RANDOFF;
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float discardThres : DISCARDTHRES;
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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.color = color;
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vtf.uv = v.uvIn.xy;
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vtf.randOff = randOff;
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vtf.discardThres = discardThres;
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vtf.pos = float4(v.posIn.xyz, 1.0);
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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 pos : SV_Position;
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float4 color : COLOR;
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float2 uv : UV;
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float randOff : RANDOFF;
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float discardThres : DISCARDTHRES;
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};
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static int3 Lookup8BPP(float2 uv, float randOff)
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{
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float bx;
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float rx = modf(uv.x / 8.0, bx) * 8.0;
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float by;
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float ry = modf(uv.y / 4.0, by) * 4.0;
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float bidx = by * 80.0 + bx;
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float addr = bidx * 32.0 + ry * 8.0 + rx + randOff;
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float y;
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float x = modf(addr / 1024.0, y) * 1024.0;
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return int3(x, y, 0);
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}
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Texture2D tex : register(t0);
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float4 main(in VertToFrag vtf) : SV_Target0
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{
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float4 colorOut = tex.Load(Lookup8BPP(vtf.uv, vtf.randOff)) * vtf.color;
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colorOut.a = vtf.color.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 [[ attribute(0) ]];
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float2 uvIn [[ attribute(1) ]];
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};
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struct RandomStaticUniform
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{
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float4 color;
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float randOff;
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float discardThres;
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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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float randOff;
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float discardThres;
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};
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vertex VertToFrag vmain(VertData v [[ stage_in ]],
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constant RandomStaticUniform& su [[ buffer(2) ]])
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{
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VertToFrag vtf;
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vtf.color = su.color;
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vtf.uv = v.uvIn.xy;
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vtf.randOff = su.randOff;
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vtf.discardThres = su.discardThres;
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vtf.pos = float4(v.posIn.xyz, 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 pos [[ position ]];
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float4 color;
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float2 uv;
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float randOff;
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float discardThres;
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};
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static uint2 Lookup8BPP(float2 uv, float randOff)
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{
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float bx;
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float rx = modf(uv.x / 8.0, bx) * 8.0;
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float by;
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float ry = modf(uv.y / 4.0, by) * 4.0;
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float bidx = by * 80.0 + bx;
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float addr = bidx * 32.0 + ry * 8.0 + rx + randOff;
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float y;
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float x = modf(addr / 1024.0, y) * 1024.0;
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return uint2(x, y);
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}
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fragment float4 fmain(VertToFrag vtf [[ stage_in ]],
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texture2d<float> tex [[ texture(0) ]])
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{
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float4 colorOut = tex.read(Lookup8BPP(vtf.uv, vtf.randOff)) * vtf.color;
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colorOut.a = vtf.color.a;
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return colorOut;
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}
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#shader CRandomStaticFilterAdd : CRandomStaticFilterAlpha
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#srcfac srcalpha
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#dstfac one
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#shader CRandomStaticFilterMult : CRandomStaticFilterAlpha
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#srcfac srccolor
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#dstfac dstcolor
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#shader CRandomStaticFilterCookieCutter : CRandomStaticFilterAlpha
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#srcfac srccolor
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#dstfac dstcolor
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#depthwrite true
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#depthtest lequal
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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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float randOff;
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float discardThres;
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};
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ivec2 Lookup8BPP(in vec2 uv, in float randOff)
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{
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float bx;
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float rx = modf(uv.x / 8.0, bx) * 8.0;
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float by;
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float ry = modf(uv.y / 4.0, by) * 4.0;
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float bidx = by * 80.0 + bx;
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float addr = bidx * 32.0 + ry * 8.0 + rx + randOff;
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float y;
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float x = modf(addr / 1024.0, y) * 1024.0;
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return ivec2(x, y);
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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 = texelFetch(tex, Lookup8BPP(vtf.uv, vtf.randOff), 0) * vtf.color;
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if (colorOut.a < vtf.discardThres)
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discard;
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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 pos : SV_Position;
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float4 color : COLOR;
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float2 uv : UV;
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float randOff : RANDOFF;
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float discardThres : DISCARDTHRES;
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};
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static int3 Lookup8BPP(float2 uv, float randOff)
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{
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float bx;
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float rx = modf(uv.x / 8.0, bx) * 8.0;
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float by;
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float ry = modf(uv.y / 4.0, by) * 4.0;
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float bidx = by * 80.0 + bx;
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float addr = bidx * 32.0 + ry * 8.0 + rx + randOff;
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float y;
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float x = modf(addr / 1024.0, y) * 1024.0;
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return int3(x, y, 0);
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}
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Texture2D tex : register(t0);
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float4 main(in VertToFrag vtf) : SV_Target0
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{
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float4 colorOut = tex.Load(Lookup8BPP(vtf.uv, vtf.randOff)) * vtf.color;
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if (colorOut.a < vtf.discardThres)
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discard;
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return colorOut;
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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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float randOff;
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float discardThres;
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};
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static uint2 Lookup8BPP(float2 uv, float randOff)
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{
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float bx;
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float rx = modf(uv.x / 8.0, bx) * 8.0;
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float by;
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float ry = modf(uv.y / 4.0, by) * 4.0;
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float bidx = by * 80.0 + bx;
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float addr = bidx * 32.0 + ry * 8.0 + rx + randOff;
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float y;
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float x = modf(addr / 1024.0, y) * 1024.0;
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return uint2(x, y);
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}
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fragment float4 fmain(VertToFrag vtf [[ stage_in ]],
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texture2d<float> tex [[ texture(0) ]])
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{
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float4 colorOut = tex.read(Lookup8BPP(vtf.uv, vtf.randOff)) * vtf.color;
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if (colorOut.a < vtf.discardThres)
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discard_fragment();
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return colorOut;
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}
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