mirror of https://github.com/AxioDL/metaforce.git
390 lines
16 KiB
Metal
390 lines
16 KiB
Metal
constant float3 kRGBToYPrime = float3(0.299, 0.587, 0.114);
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/*
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#if defined(ALPHA_%s)
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#define SampleTexture_%s() %s.sample(samp, vtf.%sUv).aaa
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#define SampleTextureAlpha_%s() %s.sample(samp, vtf.%sUv).a
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#else
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#define SampleTexture_%s() %s.sample(samp, vtf.%sUv).rgb
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#define SampleTextureAlpha_%s() dot(%s.sample(samp, vtf.%sUv).rgb, kRGBToYPrime)
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#endif
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*/
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#if defined(ALPHA_lightmap)
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#define SampleTexture_lightmap() lightmap.sample(samp, vtf.lightmapUv).aaa
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#define SampleTextureAlpha_lightmap() lightmap.sample(samp, vtf.lightmapUv).a
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#else
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#define SampleTexture_lightmap() lightmap.sample(samp, vtf.lightmapUv).rgb
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#define SampleTextureAlpha_lightmap() dot(lightmap.sample(samp, vtf.lightmapUv).rgb, kRGBToYPrime)
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#endif
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#if defined(ALPHA_diffuse)
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#define SampleTexture_diffuse() diffuse.sample(samp, vtf.diffuseUv).aaa
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#define SampleTextureAlpha_diffuse() diffuse.sample(samp, vtf.diffuseUv).a
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#else
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#define SampleTexture_diffuse() diffuse.sample(samp, vtf.diffuseUv).rgb
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#define SampleTextureAlpha_diffuse() dot(diffuse.sample(samp, vtf.diffuseUv).rgb, kRGBToYPrime)
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#endif
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#if defined(ALPHA_emissive)
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#define SampleTexture_emissive() emissive.sample(samp, vtf.emissiveUv).aaa
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#define SampleTextureAlpha_emissive() emissive.sample(samp, vtf.emissiveUv).a
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#else
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#define SampleTexture_emissive() emissive.sample(samp, vtf.emissiveUv).rgb
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#define SampleTextureAlpha_emissive() dot(emissive.sample(samp, vtf.emissiveUv).rgb, kRGBToYPrime)
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#endif
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#if defined(ALPHA_specular)
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#define SampleTexture_specular() specular.sample(samp, vtf.specularUv).aaa
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#define SampleTextureAlpha_specular() specular.sample(samp, vtf.specularUv).a
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#else
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#define SampleTexture_specular() specular.sample(samp, vtf.specularUv).rgb
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#define SampleTextureAlpha_specular() dot(specular.sample(samp, vtf.specularUv).rgb, kRGBToYPrime)
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#endif
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#if defined(ALPHA_extendedSpecular)
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#define SampleTexture_extendedSpecular() extendedSpecular.sample(samp, vtf.extendedSpecularUv).aaa
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#define SampleTextureAlpha_extendedSpecular() extendedSpecular.sample(samp, vtf.extendedSpecularUv).a
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#else
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#define SampleTexture_extendedSpecular() extendedSpecular.sample(samp, vtf.extendedSpecularUv).rgb
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#define SampleTextureAlpha_extendedSpecular() dot(extendedSpecular.sample(samp, vtf.extendedSpecularUv).rgb, kRGBToYPrime)
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#endif
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#if defined(ALPHA_reflection)
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#define SampleTexture_reflection() reflection.sample(samp, vtf.reflectionUv).aaa
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#define SampleTextureAlpha_reflection() reflection.sample(samp, vtf.reflectionUv).a
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#else
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#define SampleTexture_reflection() reflection.sample(samp, vtf.reflectionUv).rgb
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#define SampleTextureAlpha_reflection() dot(reflection.sample(samp, vtf.reflectionUv).rgb, kRGBToYPrime)
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#endif
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#if defined(ALPHA_alpha)
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#define SampleTexture_alpha() alpha.sample(samp, vtf.alphaUv).aaa
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#define SampleTextureAlpha_alpha() alpha.sample(samp, vtf.alphaUv).a
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#else
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#define SampleTexture_alpha() alpha.sample(samp, vtf.alphaUv).rgb
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#define SampleTextureAlpha_alpha() dot(alpha.sample(samp, vtf.alphaUv).rgb, kRGBToYPrime)
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#endif
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#if defined(URDE_LIGHTING) || defined(URDE_LIGHTING_SHADOW) || defined(URDE_LIGHTING_CUBE_REFLECTION) || defined(URDE_LIGHTING_CUBE_REFLECTION_SHADOW) || defined(URDE_DISINTEGRATE)
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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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#endif
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#if defined(URDE_LIGHTING) || defined(URDE_LIGHTING_SHADOW) || defined(URDE_LIGHTING_CUBE_REFLECTION) || defined(URDE_LIGHTING_CUBE_REFLECTION_SHADOW)
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struct Light {
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float4 pos;
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float4 dir;
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float4 color;
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float4 linAtt;
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float4 angAtt;
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};
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struct LightingUniform {
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Light lights[URDE_MAX_LIGHTS];
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float4 ambient;
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float4 colorReg0;
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float4 colorReg1;
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float4 colorReg2;
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float4 mulColor;
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float4 addColor;
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Fog fog;
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};
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#define colorReg0 lu.colorReg0
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#define colorReg1 lu.colorReg1
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#define colorReg2 lu.colorReg2
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#else
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constant float4 colorReg0 = float4(1.0, 1.0, 1.0, 1.0);
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constant float4 colorReg1 = float4(1.0, 1.0, 1.0, 1.0);
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constant float4 colorReg2 = float4(1.0, 1.0, 1.0, 1.0);
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#endif
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#if defined(URDE_LIGHTING) || defined(URDE_LIGHTING_CUBE_REFLECTION)
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float3 LightingFunc(thread VertToFrag& vtf, constant LightingUniform& lu, texture2d<float> extTex0, sampler clampSamp) {
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float4 ret = lu.ambient;
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for (int i = 0; i < URDE_MAX_LIGHTS; ++i) {
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float3 delta = vtf.mvPos.xyz - lu.lights[i].pos.xyz;
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float dist = length(delta);
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float3 deltaNorm = delta / dist;
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float angDot = max(dot(deltaNorm, lu.lights[i].dir.xyz), 0.0);
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float att = 1.0 / (lu.lights[i].linAtt[2] * dist * dist +
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lu.lights[i].linAtt[1] * dist +
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lu.lights[i].linAtt[0]);
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float angAtt = lu.lights[i].angAtt[2] * angDot * angDot +
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lu.lights[i].angAtt[1] * angDot +
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lu.lights[i].angAtt[0];
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ret += lu.lights[i].color * angAtt * att * max(dot(-deltaNorm, vtf.mvNorm.xyz), 0.0);
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}
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return saturate(ret.rgb);
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}
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#endif
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#if defined(URDE_THERMAL_MODEL)
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struct LightingUniform {
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float4 tmulColor;
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float4 taddColor;
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};
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float3 LightingFunc(thread VertToFrag& vtf, constant LightingUniform& lu, texture2d<float> extTex0, sampler clampSamp) {
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return float3(1.0, 1.0, 1.0);
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}
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#endif
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#if defined(URDE_THERMAL_COLD) || defined(URDE_THERMAL_STATIC)
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struct LightingUniform {};
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float3 LightingFunc(thread VertToFrag& vtf, constant LightingUniform& lu, texture2d<float> extTex0, sampler clampSamp) {
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return float3(1.0, 1.0, 1.0);
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}
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#endif
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#if defined(URDE_SOLID)
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struct LightingUniform {
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float4 solidColor;
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};
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float3 LightingFunc(thread VertToFrag& vtf, constant LightingUniform& lu, texture2d<float> extTex0, sampler clampSamp) {
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return float3(1.0, 1.0, 1.0);
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}
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#endif
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#if defined(URDE_MB_SHADOW)
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struct LightingUniform {
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float4 shadowUp;
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float shadowId;
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};
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float3 LightingFunc(thread VertToFrag& vtf, constant LightingUniform& lu, texture2d<float> extTex0, sampler clampSamp) {
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return float3(1.0, 1.0, 1.0);
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}
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#endif
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#if defined(URDE_LIGHTING_SHADOW) || defined(URDE_LIGHTING_CUBE_REFLECTION_SHADOW)
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float3 LightingFunc(thread VertToFrag& vtf, constant LightingUniform& lu, texture2d<float> extTex0, sampler clampSamp) {
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float2 shadowUV = vtf.extUvs0;
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shadowUV.y = 1.0 - shadowUV.y;
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float4 ret = lu.ambient;
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float3 delta = vtf.mvPos.xyz - lu.lights[0].pos.xyz;
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float dist = length(delta);
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float3 deltaNorm = delta / dist;
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float angDot = max(dot(deltaNorm, lu.lights[0].dir.xyz), 0.0);
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float att = 1.0 / (lu.lights[0].linAtt[2] * dist * dist +
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lu.lights[0].linAtt[1] * dist +
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lu.lights[0].linAtt[0]);
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float angAtt = lu.lights[0].angAtt[2] * angDot * angDot +
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lu.lights[0].angAtt[1] * angDot +
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lu.lights[0].angAtt[0];
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ret += lu.lights[0].color * angAtt * att * max(dot(-deltaNorm, vtf.mvNorm.xyz), 0.0) *
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extTex0.sample(clampSamp, shadowUV).r;
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for (int i = 1; i < URDE_MAX_LIGHTS; ++i) {
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float3 delta = vtf.mvPos.xyz - lu.lights[i].pos.xyz;
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float dist = length(delta);
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float3 deltaNorm = delta / dist;
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float angDot = max(dot(deltaNorm, lu.lights[i].dir.xyz), 0.0);
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float att = 1.0 / (lu.lights[i].linAtt[2] * dist * dist +
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lu.lights[i].linAtt[1] * dist +
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lu.lights[i].linAtt[0]);
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float angAtt = lu.lights[i].angAtt[2] * angDot * angDot +
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lu.lights[i].angAtt[1] * angDot +
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lu.lights[i].angAtt[0];
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ret += lu.lights[i].color * angAtt * att * max(dot(-deltaNorm, vtf.mvNorm.xyz), 0.0);
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}
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return saturate(ret.rgb);
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}
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#endif
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#if defined(URDE_DISINTEGRATE)
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struct LightingUniform {
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float4 daddColor;
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Fog fog;
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};
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float3 LightingFunc(thread VertToFrag& vtf, constant LightingUniform& lu, texture2d<float> extTex0, sampler clampSamp) {
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return float3(1.0, 1.0, 1.0);
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}
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#endif
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#if defined(URDE_LIGHTING) || defined(URDE_LIGHTING_SHADOW) || defined(URDE_LIGHTING_CUBE_REFLECTION) || defined(URDE_LIGHTING_CUBE_REFLECTION_SHADOW) || defined(URDE_DISINTEGRATE)
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float4 FogFunc(thread VertToFrag& vtf, constant LightingUniform& lu, float4 colorIn) {
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float fogZ;
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float fogF = saturate((lu.fog.A / (lu.fog.B - (1.0 - vtf.mvpPos.z))) - lu.fog.C);
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switch (lu.fog.mode) {
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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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#ifdef BLEND_DST_ONE
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return float4(mix(colorIn, float4(0.0, 0.0, 0.0, 0.0), saturate(fogZ)).rgb, colorIn.a);
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#else
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return float4(mix(colorIn, lu.fog.color, saturate(fogZ)).rgb, colorIn.a);
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#endif
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}
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#endif
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#if defined(URDE_LIGHTING) || defined(URDE_LIGHTING_SHADOW) || defined(URDE_LIGHTING_CUBE_REFLECTION) || defined(URDE_LIGHTING_CUBE_REFLECTION_SHADOW)
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float4 PostFunc(thread VertToFrag& vtf, constant LightingUniform& lu,
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texture2d<float> extTex0, texture2d<float> extTex1, texture2d<float> extTex2,
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sampler samp, sampler clampSamp, sampler clampEdgeSamp, float4 colorIn) {
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return FogFunc(vtf, lu, colorIn) * lu.mulColor + lu.addColor;
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}
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#endif
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#if defined(URDE_THERMAL_MODEL)
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float4 PostFunc(thread VertToFrag& vtf, constant LightingUniform& lu,
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texture2d<float> extTex0, texture2d<float> extTex1, texture2d<float> extTex2,
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sampler samp, sampler clampSamp, sampler clampEdgeSamp, float4 colorIn) {
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return extTex0.sample(samp, vtf.extUvs0).rrrr * lu.tmulColor + lu.taddColor;
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}
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#endif
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#if defined(URDE_THERMAL_COLD)
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float4 PostFunc(thread VertToFrag& vtf, constant LightingUniform& lu,
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texture2d<float> extTex0, texture2d<float> extTex1, texture2d<float> extTex2,
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sampler samp, sampler clampSamp, sampler clampEdgeSamp, float4 colorIn) {
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return colorIn * float4(0.75, 0.75, 0.75, 0.75);
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}
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#endif
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#if defined(URDE_THERMAL_STATIC)
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float4 PostFunc(thread VertToFrag& vtf, constant LightingUniform& lu,
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texture2d<float> extTex0, texture2d<float> extTex1, texture2d<float> extTex2,
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sampler samp, sampler clampSamp, sampler clampEdgeSamp, float4 colorIn) {
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return colorIn;
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}
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#endif
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#if defined(URDE_SOLID)
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float4 PostFunc(thread VertToFrag& vtf, constant LightingUniform& lu,
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texture2d<float> extTex0, texture2d<float> extTex1, texture2d<float> extTex2,
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sampler samp, sampler clampSamp, sampler clampEdgeSamp, float4 colorIn) {
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return lu.solidColor;
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}
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#endif
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#if defined(URDE_MB_SHADOW)
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float4 PostFunc(thread VertToFrag& vtf, constant LightingUniform& lu,
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texture2d<float> extTex0, texture2d<float> extTex1, texture2d<float> extTex2,
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sampler samp, sampler clampSamp, sampler clampEdgeSamp, float4 colorIn) {
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float idTexel = extTex0.sample(samp, vtf.extUvs0).a;
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float sphereTexel = extTex1.sample(clampEdgeSamp, vtf.extUvs1).r;
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float fadeTexel = extTex2.sample(clampEdgeSamp, vtf.extUvs2).a;
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float val = ((abs(idTexel - lu.shadowId) < 0.001) ?
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(dot(vtf.mvNorm.xyz, lu.shadowUp.xyz) * lu.shadowUp.w) : 0.0) *
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sphereTexel * fadeTexel;
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return float4(0.0, 0.0, 0.0, val);
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}
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#endif
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#if defined(URDE_DISINTEGRATE)
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float4 PostFunc(thread VertToFrag& vtf, constant LightingUniform& lu,
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texture2d<float> extTex0, texture2d<float> extTex1, texture2d<float> extTex2,
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sampler samp, sampler clampSamp, sampler clampEdgeSamp, float4 colorIn) {
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float4 texel0 = extTex0.sample(samp, vtf.extUvs0);
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float4 texel1 = extTex0.sample(samp, vtf.extUvs1);
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colorIn = mix(float4(0.0, 0.0, 0.0, 0.0), texel1, texel0);
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colorIn.rgb += lu.daddColor.rgb;
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return FogFunc(vtf, lu, colorIn);
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}
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#endif
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#if defined(URDE_LIGHTING_CUBE_REFLECTION) || defined(URDE_LIGHTING_CUBE_REFLECTION_SHADOW)
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#define ReflectionFunc(roughness) \
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(reflectionTex.sample(reflectSamp, float3(reflectionCoords.x, -reflectionCoords.y, reflectionCoords.z), bias(roughness)).rgb)
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#elif defined(URDE_REFLECTION_SIMPLE)
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#define ReflectionFunc() \
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(reflectionTex.sample(reflectSamp, vtf.dynReflectionUvs1).rgb * vtf.dynReflectionAlpha)
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#elif defined(URDE_REFLECTION_INDIRECT)
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#define ReflectionFunc() \
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(reflectionTex.sample(reflectSamp, (reflectionIndTex.sample(samp, vtf.dynReflectionUvs0).ab - \
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float2(0.5, 0.5)) * float2(0.5, 0.5) + vtf.dynReflectionUvs1).rgb * vtf.dynReflectionAlpha)
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#else
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#define ReflectionFunc() float3(0.0, 0.0, 0.0)
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#endif
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#if !defined(URDE_ALPHA_TEST)
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[[ early_fragment_tests ]]
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#endif
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fragment float4 fmain(VertToFrag vtf [[ stage_in ]],
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sampler samp [[ sampler(0) ]],
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sampler clampSamp [[ sampler(1) ]],
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sampler reflectSamp [[ sampler(2) ]],
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sampler clampEdgeSamp [[ sampler(3) ]],
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texture2d<float> lightmap [[ texture(0) ]],
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texture2d<float> diffuse [[ texture(1) ]],
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texture2d<float> emissive [[ texture(2) ]],
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texture2d<float> specular [[ texture(3) ]],
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texture2d<float> extendedSpecular [[ texture(4) ]],
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texture2d<float> reflection [[ texture(5) ]],
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texture2d<float> alpha [[ texture(6) ]],
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texture2d<float> reflectionIndTex [[ texture(7) ]],
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texture2d<float> extTex0 [[ texture(8) ]],
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texture2d<float> extTex1 [[ texture(9) ]],
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texture2d<float> extTex2 [[ texture(10) ]],
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#if defined(URDE_LIGHTING_CUBE_REFLECTION) || defined(URDE_LIGHTING_CUBE_REFLECTION_SHADOW)
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texturecube<float> reflectionTex [[ texture(11) ]],
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#else
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texture2d<float> reflectionTex [[ texture(11) ]],
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#endif
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constant LightingUniform& lu [[ buffer(4) ]]) {
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float3 lighting = LightingFunc(vtf, lu, extTex0, clampSamp);
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float4 tmp;
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#if defined(URDE_LIGHTING_CUBE_REFLECTION) || defined(URDE_LIGHTING_CUBE_REFLECTION_SHADOW)
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float3 reflectionCoords = reflect(vtf.mvPos.xyz, vtf.mvNorm.xyz);
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tmp.rgb = (SampleTexture_lightmap() * colorReg1.rgb + lighting) * SampleTexture_diffuse() +
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SampleTexture_emissive() + (SampleTexture_specular() + SampleTexture_extendedSpecular() * lighting) *
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(SampleTexture_reflection() * ReflectionFunc(saturate(0.5 - SampleTextureAlpha_specular())) * 2.0);
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tmp.a = SampleTextureAlpha_alpha();
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#elif defined(URDE_DIFFUSE_ONLY)
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tmp.rgb = SampleTexture_diffuse();
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tmp.a = SampleTextureAlpha_alpha();
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#elif defined(RETRO_SHADER)
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tmp.rgb = (SampleTexture_lightmap() * colorReg1.rgb + lighting) * SampleTexture_diffuse() +
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SampleTexture_emissive() + (SampleTexture_specular() + SampleTexture_extendedSpecular() * lighting) *
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SampleTexture_reflection() + ReflectionFunc();
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tmp.a = SampleTextureAlpha_alpha();
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#elif defined(RETRO_DYNAMIC_SHADER)
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tmp.rgb = (SampleTexture_lightmap() * colorReg1.rgb + lighting) * SampleTexture_diffuse() * colorReg1.rgb +
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SampleTexture_emissive() * colorReg1.rgb + (SampleTexture_specular() + SampleTexture_extendedSpecular() * lighting) *
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SampleTexture_reflection() + ReflectionFunc();
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tmp.a = SampleTextureAlpha_alpha();
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#elif defined(RETRO_DYNAMIC_ALPHA_SHADER)
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tmp.rgb = (SampleTexture_lightmap() * colorReg1.rgb + lighting) * SampleTexture_diffuse() * colorReg1.rgb +
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SampleTexture_emissive() * colorReg1.rgb + (SampleTexture_specular() + SampleTexture_extendedSpecular() * lighting) *
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SampleTexture_reflection() + ReflectionFunc();
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tmp.a = SampleTextureAlpha_alpha() * colorReg1.a;
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#elif defined(RETRO_DYNAMIC_CHARACTER_SHADER)
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|
tmp.rgb = (SampleTexture_lightmap() + lighting) * SampleTexture_diffuse() +
|
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SampleTexture_emissive() * colorReg1.rgb + (SampleTexture_specular() + SampleTexture_extendedSpecular() * lighting) *
|
|
SampleTexture_reflection() + ReflectionFunc();
|
|
tmp.a = SampleTextureAlpha_alpha();
|
|
#endif
|
|
float4 colorOut = PostFunc(vtf, lu, extTex0, extTex1, extTex2, samp, clampSamp, clampEdgeSamp, tmp);
|
|
#if defined(URDE_ALPHA_TEST)
|
|
if (colorOut.a < 0.25)
|
|
discard_fragment();
|
|
#endif
|
|
return colorOut;
|
|
}
|