mirror of https://github.com/AxioDL/metaforce.git
917 lines
17 KiB
GLSL
917 lines
17 KiB
GLSL
#shader CLineRendererShaderTexAlpha
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#attribute position4
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#attribute color
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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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#alphawrite 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 colorIn;
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layout(location=2) in vec4 uvIn;
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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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vtf.color = colorIn;
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vtf.uv = uvIn.xy;
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gl_Position = posIn;
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}
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#fragment glsl
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struct Fog
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{
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vec4 color;
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float A;
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float B;
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float C;
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int mode;
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};
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UBINDING0 uniform LineUniform
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{
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vec4 moduColor;
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Fog fog;
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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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vec4 MainPostFunc(vec4 colorIn)
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{
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float fogZ;
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float fogF = clamp((fog.A / (fog.B - gl_FragCoord.z)) - fog.C, 0.0, 1.0);
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switch (fog.mode)
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{
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case 2:
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fogZ = fogF;
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break;
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case 4:
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fogZ = 1.0 - exp2(-8.0 * fogF);
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break;
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case 5:
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fogZ = 1.0 - exp2(-8.0 * fogF * fogF);
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break;
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case 6:
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fogZ = exp2(-8.0 * (1.0 - fogF));
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break;
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case 7:
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fogF = 1.0 - fogF;
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fogZ = exp2(-8.0 * fogF * fogF);
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break;
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default:
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fogZ = 0.0;
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break;
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}
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return vec4(mix(colorIn, fog.color, clamp(fogZ, 0.0, 1.0)).rgb, colorIn.a);
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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 = MainPostFunc(vtf.color * moduColor * 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 : POSITION;
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float4 colorIn : COLOR;
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float4 uvIn : UV;
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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.color = v.colorIn;
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vtf.uv = v.uvIn.xy;
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vtf.position = v.posIn;
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return vtf;
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}
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#fragment hlsl
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struct Fog
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{
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float4 color;
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float A;
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float B;
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float C;
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int mode;
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};
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cbuffer LineUniform : register(b0)
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{
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float4 moduColor;
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Fog fog;
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};
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SamplerState samp : register(s3);
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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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static float4 MainPostFunc(in VertToFrag vtf, float4 colorIn)
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{
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float fogZ;
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float fogF = saturate((fog.A / (fog.B - (1.0 - vtf.position.z))) - fog.C);
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switch (fog.mode)
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{
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case 2:
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fogZ = fogF;
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break;
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case 4:
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fogZ = 1.0 - exp2(-8.0 * fogF);
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break;
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case 5:
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fogZ = 1.0 - exp2(-8.0 * fogF * fogF);
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break;
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case 6:
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fogZ = exp2(-8.0 * (1.0 - fogF));
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break;
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case 7:
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fogF = 1.0 - fogF;
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fogZ = exp2(-8.0 * fogF * fogF);
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break;
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default:
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fogZ = 0.0;
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break;
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}
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return float4(lerp(colorIn, fog.color, saturate(fogZ)).rgb, colorIn.a);
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}
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float4 main(in VertToFrag vtf) : SV_Target0
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{
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return MainPostFunc(vtf, vtf.color * moduColor * 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;
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float4 colorIn;
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float4 uvIn;
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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(0) ]],
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uint vertId [[ vertex_id ]])
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{
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VertToFrag vtf;
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constant VertData& v = va[vertId];
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vtf.color = v.colorIn;
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vtf.uv = v.uvIn.xy;
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vtf.position = v.posIn;
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return vtf;
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}
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#fragment metal
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struct Fog
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{
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float4 color;
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float A;
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float B;
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float C;
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int mode;
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};
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struct LineUniform
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{
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float4 moduColor;
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Fog fog;
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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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static float4 MainPostFunc(thread VertToFrag& vtf, constant LineUniform& line, float4 colorIn)
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{
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float fogZ;
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float fogF = saturate((line.fog.A / (line.fog.B - (1.0 - vtf.position.z))) - line.fog.C);
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switch (line.fog.mode)
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{
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case 2:
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fogZ = fogF;
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break;
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case 4:
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fogZ = 1.0 - exp2(-8.0 * fogF);
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break;
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case 5:
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fogZ = 1.0 - exp2(-8.0 * fogF * fogF);
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break;
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case 6:
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fogZ = exp2(-8.0 * (1.0 - fogF));
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break;
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case 7:
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fogF = 1.0 - fogF;
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fogZ = exp2(-8.0 * fogF * fogF);
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break;
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default:
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fogZ = 0.0;
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break;
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}
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return float4(mix(colorIn, line.fog.color, saturate(fogZ)).rgb, colorIn.a);
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}
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fragment float4 fmain(VertToFrag vtf [[ stage_in ]],
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sampler samp [[ sampler(3) ]],
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texture2d<float> tex0 [[ texture(0) ]],
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constant LineUniform& line [[ buffer(2) ]])
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{
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return MainPostFunc(vtf, line, vtf.color * line.moduColor * tex0.sample(samp, vtf.uv));
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}
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#shader CLineRendererShaderTexAlphaAWrite : CLineRendererShaderTexAlpha
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#alphawrite true
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#shader CLineRendererShaderTexAdditive : CLineRendererShaderTexAlpha
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#srcfac srcalpha
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#dstfac one
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#depthtest none
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#alphawrite false
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#fragment glsl
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struct Fog
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{
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vec4 color;
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float A;
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float B;
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float C;
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int mode;
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};
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UBINDING0 uniform LineUniform
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{
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vec4 moduColor;
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Fog fog;
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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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vec4 MainPostFunc(vec4 colorIn)
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{
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float fogZ;
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float fogF = clamp((fog.A / (fog.B - gl_FragCoord.z)) - fog.C, 0.0, 1.0);
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switch (fog.mode)
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{
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case 2:
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fogZ = fogF;
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break;
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case 4:
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fogZ = 1.0 - exp2(-8.0 * fogF);
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break;
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case 5:
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fogZ = 1.0 - exp2(-8.0 * fogF * fogF);
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break;
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case 6:
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fogZ = exp2(-8.0 * (1.0 - fogF));
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break;
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case 7:
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fogF = 1.0 - fogF;
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fogZ = exp2(-8.0 * fogF * fogF);
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break;
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default:
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fogZ = 0.0;
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break;
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}
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return vec4(mix(colorIn, vec4(0.0), clamp(fogZ, 0.0, 1.0)).rgb, colorIn.a);
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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 = MainPostFunc(vtf.color * moduColor * texture(tex, vtf.uv));
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}
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#fragment hlsl
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struct Fog
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{
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float4 color;
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float A;
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float B;
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float C;
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int mode;
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};
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cbuffer LineUniform : register(b0)
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{
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float4 moduColor;
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Fog fog;
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};
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SamplerState samp : register(s3);
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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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static float4 MainPostFunc(in VertToFrag vtf, float4 colorIn)
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{
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float fogZ;
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float fogF = saturate((fog.A / (fog.B - (1.0 - vtf.position.z))) - fog.C);
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switch (fog.mode)
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{
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case 2:
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fogZ = fogF;
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break;
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case 4:
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fogZ = 1.0 - exp2(-8.0 * fogF);
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break;
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case 5:
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fogZ = 1.0 - exp2(-8.0 * fogF * fogF);
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break;
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case 6:
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fogZ = exp2(-8.0 * (1.0 - fogF));
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break;
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case 7:
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fogF = 1.0 - fogF;
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fogZ = exp2(-8.0 * fogF * fogF);
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break;
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default:
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fogZ = 0.0;
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break;
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}
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return float4(lerp(colorIn, float4(0.0,0.0,0.0,0.0), saturate(fogZ)).rgb, colorIn.a);
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}
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float4 main(in VertToFrag vtf) : SV_Target0
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{
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return MainPostFunc(vtf, vtf.color * moduColor * tex0.Sample(samp, vtf.uv));
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}
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#fragment metal
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struct Fog
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{
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float4 color;
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float A;
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float B;
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float C;
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int mode;
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};
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struct LineUniform
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{
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float4 moduColor;
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Fog fog;
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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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static float4 MainPostFunc(thread VertToFrag& vtf, constant LineUniform& line, float4 colorIn)
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{
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float fogZ;
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float fogF = saturate((line.fog.A / (line.fog.B - (1.0 - vtf.position.z))) - line.fog.C);
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switch (line.fog.mode)
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{
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case 2:
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fogZ = fogF;
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break;
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case 4:
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fogZ = 1.0 - exp2(-8.0 * fogF);
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break;
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case 5:
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fogZ = 1.0 - exp2(-8.0 * fogF * fogF);
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break;
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case 6:
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fogZ = exp2(-8.0 * (1.0 - fogF));
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break;
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case 7:
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fogF = 1.0 - fogF;
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fogZ = exp2(-8.0 * fogF * fogF);
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break;
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default:
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fogZ = 0.0;
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break;
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}
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return float4(mix(colorIn, float4(0.0), saturate(fogZ)).rgb, colorIn.a);
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}
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fragment float4 fmain(VertToFrag vtf [[ stage_in ]],
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sampler samp [[ sampler(3) ]],
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texture2d<float> tex0 [[ texture(0) ]],
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constant LineUniform& line [[ buffer(2) ]])
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{
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return MainPostFunc(vtf, line, vtf.color * line.moduColor * tex0.sample(samp, vtf.uv));
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}
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#shader CLineRendererShaderTexAdditiveAWrite : CLineRendererShaderTexAdditive
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#alphawrite true
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#shader CLineRendererShaderTexAlphaZ : CLineRendererShaderTexAlpha
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#srcfac srcalpha
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#dstfac invsrcalpha
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#depthtest lequal
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#alphawrite false
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#shader CLineRendererShaderTexAlphaZAWrite : CLineRendererShaderTexAlphaZ
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#alphawrite true
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#shader CLineRendererShaderTexAdditiveZ : CLineRendererShaderTexAdditive
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#srcfac srcalpha
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#dstfac one
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#depthtest lequal
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#alphawrite false
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#shader CLineRendererShaderTexAdditiveZAWrite : CLineRendererShaderTexAdditiveZ
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#alphawrite true
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#shader CLineRendererShaderNoTexAlpha
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#attribute position4
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#attribute 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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#alphawrite 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 colorIn;
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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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vtf.color = colorIn;
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gl_Position = posIn;
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}
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#fragment glsl
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struct Fog
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{
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vec4 color;
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float A;
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float B;
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float C;
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int mode;
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};
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UBINDING0 uniform LineUniform
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{
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vec4 moduColor;
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Fog fog;
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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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vec4 MainPostFunc(vec4 colorIn)
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{
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float fogZ;
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float fogF = clamp((fog.A / (fog.B - gl_FragCoord.z)) - fog.C, 0.0, 1.0);
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switch (fog.mode)
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{
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case 2:
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fogZ = fogF;
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break;
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case 4:
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fogZ = 1.0 - exp2(-8.0 * fogF);
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break;
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case 5:
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fogZ = 1.0 - exp2(-8.0 * fogF * fogF);
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break;
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case 6:
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fogZ = exp2(-8.0 * (1.0 - fogF));
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break;
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case 7:
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fogF = 1.0 - fogF;
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fogZ = exp2(-8.0 * fogF * fogF);
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break;
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default:
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fogZ = 0.0;
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break;
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}
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return vec4(mix(colorIn, fog.color, clamp(fogZ, 0.0, 1.0)).rgb, colorIn.a);
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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 = MainPostFunc(vtf.color * moduColor);
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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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float4 colorIn : COLOR;
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};
|
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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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|
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VertToFrag main(in VertData v)
|
|
{
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VertToFrag vtf;
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vtf.color = v.colorIn;
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vtf.position = v.posIn;
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return vtf;
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}
|
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|
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#fragment hlsl
|
|
struct Fog
|
|
{
|
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float4 color;
|
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float A;
|
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float B;
|
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float C;
|
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int mode;
|
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};
|
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|
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cbuffer LineUniform : register(b0)
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{
|
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float4 moduColor;
|
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Fog fog;
|
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};
|
|
|
|
struct VertToFrag
|
|
{
|
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float4 position : SV_Position;
|
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float4 color : COLOR;
|
|
};
|
|
|
|
static float4 MainPostFunc(float4 colorIn, float4 FragCoord)
|
|
{
|
|
float fogZ;
|
|
float fogF = saturate((fog.A / (fog.B - (1.0 - FragCoord.z))) - fog.C);
|
|
switch (fog.mode)
|
|
{
|
|
case 2:
|
|
fogZ = fogF;
|
|
break;
|
|
case 4:
|
|
fogZ = 1.0 - exp2(-8.0 * fogF);
|
|
break;
|
|
case 5:
|
|
fogZ = 1.0 - exp2(-8.0 * fogF * fogF);
|
|
break;
|
|
case 6:
|
|
fogZ = exp2(-8.0 * (1.0 - fogF));
|
|
break;
|
|
case 7:
|
|
fogF = 1.0 - fogF;
|
|
fogZ = exp2(-8.0 * fogF * fogF);
|
|
break;
|
|
default:
|
|
fogZ = 0.0;
|
|
break;
|
|
}
|
|
return float4(lerp(colorIn, fog.color, saturate(fogZ)).rgb, colorIn.a);
|
|
}
|
|
|
|
float4 main(in VertToFrag vtf) : SV_Target0
|
|
{
|
|
return MainPostFunc(vtf.color * moduColor, vtf.position);
|
|
}
|
|
|
|
#vertex metal
|
|
struct VertData
|
|
{
|
|
float4 posIn;
|
|
float4 colorIn;
|
|
};
|
|
|
|
struct VertToFrag
|
|
{
|
|
float4 position [[ position ]];
|
|
float4 color;
|
|
};
|
|
|
|
vertex VertToFrag vmain(constant VertData* va [[ buffer(0) ]],
|
|
uint vertId [[ vertex_id ]])
|
|
{
|
|
VertToFrag vtf;
|
|
constant VertData& v = va[vertId];
|
|
vtf.color = v.colorIn;
|
|
vtf.position = v.posIn;
|
|
return vtf;
|
|
}
|
|
|
|
#fragment metal
|
|
struct Fog
|
|
{
|
|
float4 color;
|
|
float A;
|
|
float B;
|
|
float C;
|
|
int mode;
|
|
};
|
|
|
|
struct LineUniform
|
|
{
|
|
float4 moduColor;
|
|
Fog fog;
|
|
};
|
|
|
|
struct VertToFrag
|
|
{
|
|
float4 position [[ position ]];
|
|
float4 color;
|
|
};
|
|
|
|
static float4 MainPostFunc(float4 colorIn, constant LineUniform& line, float4 FragCoord)
|
|
{
|
|
float fogZ;
|
|
float fogF = saturate((line.fog.A / (line.fog.B - (1.0 - FragCoord.z))) - line.fog.C);
|
|
switch (line.fog.mode)
|
|
{
|
|
case 2:
|
|
fogZ = fogF;
|
|
break;
|
|
case 4:
|
|
fogZ = 1.0 - exp2(-8.0 * fogF);
|
|
break;
|
|
case 5:
|
|
fogZ = 1.0 - exp2(-8.0 * fogF * fogF);
|
|
break;
|
|
case 6:
|
|
fogZ = exp2(-8.0 * (1.0 - fogF));
|
|
break;
|
|
case 7:
|
|
fogF = 1.0 - fogF;
|
|
fogZ = exp2(-8.0 * fogF * fogF);
|
|
break;
|
|
default:
|
|
fogZ = 0.0;
|
|
break;
|
|
}
|
|
return float4(mix(colorIn, line.fog.color, saturate(fogZ)).rgb, colorIn.a);
|
|
}
|
|
|
|
fragment float4 fmain(VertToFrag vtf [[ stage_in ]],
|
|
constant LineUniform& line [[ buffer(2) ]])
|
|
{
|
|
return MainPostFunc(vtf.color * line.moduColor, line, vtf.position);
|
|
}
|
|
|
|
#shader CLineRendererShaderNoTexAlphaAWrite : CLineRendererShaderNoTexAlpha
|
|
#alphawrite true
|
|
|
|
#shader CLineRendererShaderNoTexAdditive : CLineRendererShaderNoTexAlpha
|
|
#srcfac srcalpha
|
|
#dstfac one
|
|
#depthtest none
|
|
#alphawrite false
|
|
|
|
#fragment glsl
|
|
struct Fog
|
|
{
|
|
vec4 color;
|
|
float A;
|
|
float B;
|
|
float C;
|
|
int mode;
|
|
};
|
|
|
|
UBINDING0 uniform LineUniform
|
|
{
|
|
vec4 moduColor;
|
|
Fog fog;
|
|
};
|
|
|
|
struct VertToFrag
|
|
{
|
|
vec4 color;
|
|
};
|
|
|
|
vec4 MainPostFunc(vec4 colorIn)
|
|
{
|
|
float fogZ;
|
|
float fogF = clamp((fog.A / (fog.B - gl_FragCoord.z)) - fog.C, 0.0, 1.0);
|
|
switch (fog.mode)
|
|
{
|
|
case 2:
|
|
fogZ = fogF;
|
|
break;
|
|
case 4:
|
|
fogZ = 1.0 - exp2(-8.0 * fogF);
|
|
break;
|
|
case 5:
|
|
fogZ = 1.0 - exp2(-8.0 * fogF * fogF);
|
|
break;
|
|
case 6:
|
|
fogZ = exp2(-8.0 * (1.0 - fogF));
|
|
break;
|
|
case 7:
|
|
fogF = 1.0 - fogF;
|
|
fogZ = exp2(-8.0 * fogF * fogF);
|
|
break;
|
|
default:
|
|
fogZ = 0.0;
|
|
break;
|
|
}
|
|
return vec4(mix(colorIn, vec4(0.0), clamp(fogZ, 0.0, 1.0)).rgb, colorIn.a);
|
|
}
|
|
|
|
SBINDING(0) in VertToFrag vtf;
|
|
layout(location=0) out vec4 colorOut;
|
|
void main()
|
|
{
|
|
colorOut = MainPostFunc(vtf.color * moduColor);
|
|
}
|
|
|
|
#fragment hlsl
|
|
struct Fog
|
|
{
|
|
float4 color;
|
|
float A;
|
|
float B;
|
|
float C;
|
|
int mode;
|
|
};
|
|
|
|
cbuffer LineUniform : register(b0)
|
|
{
|
|
float4 moduColor;
|
|
Fog fog;
|
|
};
|
|
|
|
struct VertToFrag
|
|
{
|
|
float4 position : SV_Position;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
static float4 MainPostFunc(float4 colorIn, float4 FragCoord)
|
|
{
|
|
float fogZ;
|
|
float fogF = saturate((fog.A / (fog.B - (1.0 - FragCoord.z))) - fog.C);
|
|
switch (fog.mode)
|
|
{
|
|
case 2:
|
|
fogZ = fogF;
|
|
break;
|
|
case 4:
|
|
fogZ = 1.0 - exp2(-8.0 * fogF);
|
|
break;
|
|
case 5:
|
|
fogZ = 1.0 - exp2(-8.0 * fogF * fogF);
|
|
break;
|
|
case 6:
|
|
fogZ = exp2(-8.0 * (1.0 - fogF));
|
|
break;
|
|
case 7:
|
|
fogF = 1.0 - fogF;
|
|
fogZ = exp2(-8.0 * fogF * fogF);
|
|
break;
|
|
default:
|
|
fogZ = 0.0;
|
|
break;
|
|
}
|
|
return float4(lerp(colorIn, float4(0.0,0.0,0.0,0.0), saturate(fogZ)).rgb, colorIn.a);
|
|
}
|
|
|
|
float4 main(in VertToFrag vtf) : SV_Target0
|
|
{
|
|
return MainPostFunc(vtf.color * moduColor, vtf.position);
|
|
}
|
|
|
|
#fragment metal
|
|
struct Fog
|
|
{
|
|
float4 color;
|
|
float A;
|
|
float B;
|
|
float C;
|
|
int mode;
|
|
};
|
|
|
|
struct LineUniform
|
|
{
|
|
float4 moduColor;
|
|
Fog fog;
|
|
};
|
|
|
|
struct VertToFrag
|
|
{
|
|
float4 position [[ position ]];
|
|
float4 color;
|
|
};
|
|
|
|
static float4 MainPostFunc(float4 colorIn, constant LineUniform& line, float4 FragCoord)
|
|
{
|
|
float fogZ;
|
|
float fogF = saturate((line.fog.A / (line.fog.B - (1.0 - FragCoord.z))) - line.fog.C);
|
|
switch (line.fog.mode)
|
|
{
|
|
case 2:
|
|
fogZ = fogF;
|
|
break;
|
|
case 4:
|
|
fogZ = 1.0 - exp2(-8.0 * fogF);
|
|
break;
|
|
case 5:
|
|
fogZ = 1.0 - exp2(-8.0 * fogF * fogF);
|
|
break;
|
|
case 6:
|
|
fogZ = exp2(-8.0 * (1.0 - fogF));
|
|
break;
|
|
case 7:
|
|
fogF = 1.0 - fogF;
|
|
fogZ = exp2(-8.0 * fogF * fogF);
|
|
break;
|
|
default:
|
|
fogZ = 0.0;
|
|
break;
|
|
}
|
|
return float4(mix(colorIn, float4(0.0), saturate(fogZ)).rgb, colorIn.a);
|
|
}
|
|
|
|
fragment float4 fmain(VertToFrag vtf [[ stage_in ]],
|
|
constant LineUniform& line [[ buffer(2) ]])
|
|
{
|
|
return MainPostFunc(vtf.color * line.moduColor, line, vtf.position);
|
|
}
|
|
|
|
#shader CLineRendererShaderNoTexAdditiveAWrite : CLineRendererShaderNoTexAdditive
|
|
#alphawrite true
|
|
|
|
#shader CLineRendererShaderNoTexAlphaZ : CLineRendererShaderNoTexAlpha
|
|
#srcfac srcalpha
|
|
#dstfac invsrcalpha
|
|
#depthtest lequal
|
|
#alphawrite false
|
|
|
|
#shader CLineRendererShaderNoTexAlphaZAWrite : CLineRendererShaderNoTexAlphaZ
|
|
#alphawrite true
|
|
|
|
#shader CLineRendererShaderNoTexAdditiveZ : CLineRendererShaderNoTexAdditive
|
|
#srcfac srcalpha
|
|
#dstfac one
|
|
#depthtest lequal
|
|
#alphawrite false
|
|
|
|
#shader CLineRendererShaderNoTexAdditiveZAWrite : CLineRendererShaderNoTexAdditiveZ
|
|
#alphawrite true
|
|
|
|
#shader CLineRendererShaderNoTexAlphaZGEqual : CLineRendererShaderNoTexAlpha
|
|
#srcfac srcalpha
|
|
#dstfac invsrcalpha
|
|
#depthtest gequal
|
|
#alphawrite false
|
|
|
|
#shader CLineRendererShaderNoTexAlphaZGEqualAWrite : CLineRendererShaderNoTexAlphaZGEqual
|
|
#alphawrite true
|