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			788 lines
		
	
	
		
			18 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			788 lines
		
	
	
		
			18 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| #shader CElementGenShaderTexZTestZWrite
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| #instattribute position4 0
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| #instattribute position4 1
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| #instattribute position4 2
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| #instattribute position4 3
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| #instattribute color
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| #instattribute uv4 0
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| #instattribute uv4 1
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| #instattribute uv4 2
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| #instattribute uv4 3
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| #srcfac srcalpha
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| #dstfac invsrcalpha
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| #primitive tristrips
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| #depthtest lequal
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| #depthwrite true
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| #alphawrite false
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| #culling none
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| 
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| #vertex glsl
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| layout(location=0) in vec4 posIn[4];
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| layout(location=4) in vec4 colorIn;
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| layout(location=5) in vec4 uvsIn[4];
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| 
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| UBINDING0 uniform ParticleUniform
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| {
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|     mat4 mvp;
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|     vec4 moduColor;
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| };
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| 
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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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| 
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| SBINDING(0) out VertToFrag vtf;
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| void main()
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| {
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|     vec4 pos = posIn[gl_VertexID];
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|     vtf.color = colorIn * moduColor;
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|     vtf.uv = uvsIn[gl_VertexID].xy;
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|     gl_Position = mvp * pos;
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| }
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| 
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| #fragment glsl
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| struct VertToFrag
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| {
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|     vec4 color;
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|     vec2 uv;
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| };
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| 
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| SBINDING(0) in VertToFrag vtf;
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| layout(location=0) out vec4 colorOut;
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| TBINDING0 uniform sampler2D tex;
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| void main()
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| {
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|     colorOut = vtf.color * texture(tex, vtf.uv);
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| }
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| 
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| #vertex hlsl
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| struct VertData
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| {
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|     float4 posIn[4] : POSITION;
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|     float4 colorIn : COLOR;
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|     float4 uvsIn[4] : UV;
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| };
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| 
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| cbuffer ParticleUniform : register(b0)
 | |
| {
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|     float4x4 mvp;
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|     float4 moduColor;
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| };
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| 
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| struct VertToFrag
 | |
| {
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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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| 
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| VertToFrag main(in VertData v, in uint vertId : SV_VertexID)
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| {
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|     VertToFrag vtf;
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|     vtf.color = v.colorIn * moduColor;
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|     vtf.uv = v.uvsIn[vertId].xy;
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|     vtf.position = mul(mvp, v.posIn[vertId]);
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|     return vtf;
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| }
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| 
 | |
| #fragment hlsl
 | |
| SamplerState samp : register(s0);
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| Texture2D tex0 : register(t0);
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| struct VertToFrag
 | |
| {
 | |
|     float4 position : SV_Position;
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|     float4 color : COLOR;
 | |
|     float2 uv : UV;
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| };
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| 
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| float4 main(in VertToFrag vtf) : SV_Target0
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| {
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|     return vtf.color * tex0.Sample(samp, vtf.uv);
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| }
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| 
 | |
| #vertex metal
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| struct VertData
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| {
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|     float4 posIn[4];
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|     float4 colorIn;
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|     float4 uvsIn[4];
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| };
 | |
| 
 | |
| struct ParticleUniform
 | |
| {
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|     float4x4 mvp;
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|     float4 moduColor;
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| };
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| 
 | |
| struct VertToFrag
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| {
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|     float4 position [[ position ]];
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|     float4 color;
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|     float2 uv;
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| };
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| 
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| vertex VertToFrag vmain(constant VertData* va [[ buffer(1) ]],
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|                         uint vertId [[ vertex_id ]], uint instId [[ instance_id ]],
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|                         constant ParticleUniform& particle [[ buffer(2) ]])
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| {
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|     VertToFrag vtf;
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|     constant VertData& v = va[instId];
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|     vtf.color = v.colorIn * particle.moduColor;
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|     vtf.uv = v.uvsIn[vertId].xy;
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|     vtf.position = particle.mvp * v.posIn[vertId];
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|     return vtf;
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| }
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| 
 | |
| #fragment metal
 | |
| struct VertToFrag
 | |
| {
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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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| 
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| fragment float4 fmain(VertToFrag vtf [[ stage_in ]],
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|                       sampler samp [[ sampler(0) ]],
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|                       texture2d<float> tex0 [[ texture(0) ]])
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| {
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|     return vtf.color * tex0.sample(samp, vtf.uv);
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| }
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| 
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| #shader CElementGenShaderTexZTestZWriteAWrite : CElementGenShaderTexZTestZWrite
 | |
| #alphawrite true
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| 
 | |
| #shader CElementGenShaderTexNoZTestZWrite : CElementGenShaderTexZTestZWrite
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| #depthtest none
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| #depthwrite true
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| #alphawrite false
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| 
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| #shader CElementGenShaderTexNoZTestZWriteAWrite : CElementGenShaderTexNoZTestZWrite
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| #alphawrite true
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| 
 | |
| #shader CElementGenShaderTexZTestNoZWrite : CElementGenShaderTexZTestZWrite
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| #depthtest lequal
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| #depthwrite false
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| #alphawrite false
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| 
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| #shader CElementGenShaderTexZTestNoZWriteAWrite : CElementGenShaderTexZTestNoZWrite
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| #alphawrite true
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| 
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| #shader CElementGenShaderTexNoZTestNoZWrite : CElementGenShaderTexZTestZWrite
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| #depthtest none
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| #depthwrite false
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| #alphawrite false
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| 
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| #shader CElementGenShaderTexNoZTestNoZWriteAWrite : CElementGenShaderTexNoZTestNoZWrite
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| #alphawrite true
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| 
 | |
| #shader CElementGenShaderTexAdditiveZTest : CElementGenShaderTexZTestZWrite
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| #srcfac srcalpha
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| #dstfac one
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| #depthtest lequal
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| #depthwrite false
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| #alphawrite false
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| 
 | |
| #shader CElementGenShaderTexAdditiveZTestAWrite : CElementGenShaderTexAdditiveZTest
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| #alphawrite true
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| 
 | |
| #shader CElementGenShaderTexAdditiveNoZTest : CElementGenShaderTexZTestZWrite
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| #srcfac srcalpha
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| #dstfac one
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| #depthtest none
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| #depthwrite false
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| #alphawrite false
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| 
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| #shader CElementGenShaderTexAdditiveNoZTestAWrite : CElementGenShaderTexAdditiveNoZTest
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| #alphawrite true
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| 
 | |
| #shader CElementGenShaderTexZTestNoZWriteSub : CElementGenShaderTexZTestZWrite
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| #srcfac subtract
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| #dstfac subtract
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| #depthtest lequal
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| #depthwrite false
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| #alphawrite false
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| 
 | |
| #shader CElementGenShaderTexZTestNoZWriteSubAWrite : CElementGenShaderTexZTestNoZWriteSub
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| #alphawrite true
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| 
 | |
| #shader CElementGenShaderTexNoZTestNoZWriteSub : CElementGenShaderTexZTestZWrite
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| #srcfac subtract
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| #dstfac subtract
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| #depthtest none
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| #depthwrite false
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| #alphawrite false
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| 
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| #shader CElementGenShaderTexNoZTestNoZWriteSubAWrite : CElementGenShaderTexNoZTestNoZWriteSub
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| #alphawrite true
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| 
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| #shader CElementGenShaderTexRedToAlphaZTest : CElementGenShaderTexZTestZWrite
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| #srcfac one
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| #dstfac one
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| #depthtest lequal
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| #depthwrite false
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| #alphawrite false
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| 
 | |
| #fragment glsl
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| struct VertToFrag
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| {
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|     vec4 color;
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|     vec2 uv;
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| };
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| 
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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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|     vec4 texel = texture(tex, vtf.uv);
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|     vec4 tmp = texel * vtf.color;
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|     colorOut = tmp * tmp.a;
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|     colorOut.a = tmp.a * texel.r;
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| }
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| 
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| #fragment hlsl
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| SamplerState samp : register(s0);
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| Texture2D tex0 : register(t0);
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| struct VertToFrag
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| {
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|     float4 position : SV_Position;
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|     float4 color : COLOR;
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|     float2 uv : UV;
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| };
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| 
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| float4 main(in VertToFrag vtf) : SV_Target0
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| {
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|     float4 texel = tex0.Sample(samp, vtf.uv);
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|     float4 tmp = texel * vtf.color;
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|     float4 colorOut = tmp * tmp.a;
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|     colorOut.a = tmp.a * texel.r;
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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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|     float4 position [[ position ]];
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|     float4 color;
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|     float2 uv;
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| };
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| 
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| fragment float4 fmain(VertToFrag vtf [[ stage_in ]],
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|                       sampler samp [[ sampler(0) ]],
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|                       texture2d<float> tex0 [[ texture(0) ]])
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| {
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|     float4 texel = tex0.sample(samp, vtf.uv);
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|     float4 tmp = texel * vtf.color;
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|     float4 colorOut = tmp * tmp.a;
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|     colorOut.a = tmp.a * texel.r;
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|     return colorOut;
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| }
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| 
 | |
| #shader CElementGenShaderTexRedToAlphaZTestAWrite : CElementGenShaderTexRedToAlphaZTest
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| #alphawrite true
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| 
 | |
| #shader CElementGenShaderTexRedToAlphaNoZTest : CElementGenShaderTexRedToAlphaZTest
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| #depthtest none
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| #alphawrite false
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| 
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| #shader CElementGenShaderTexRedToAlphaNoZTestAWrite : CElementGenShaderTexRedToAlphaNoZTest
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| #alphawrite true
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| 
 | |
| #shader CElementGenShaderTexRedToAlphaZTestSub : CElementGenShaderTexRedToAlphaZTest
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| #srcfac subtract
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| #dstfac subtract
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| #depthtest lequal
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| #alphawrite false
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| 
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| #shader CElementGenShaderTexRedToAlphaZTestSubAWrite : CElementGenShaderTexRedToAlphaZTestSub
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| #alphawrite true
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| 
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| #shader CElementGenShaderTexRedToAlphaNoZTestSub : CElementGenShaderTexRedToAlphaZTest
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| #srcfac subtract
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| #dstfac subtract
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| #depthtest none
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| #alphawrite false
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| 
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| #shader CElementGenShaderTexRedToAlphaNoZTestSubAWrite : CElementGenShaderTexRedToAlphaNoZTestSub
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| #alphawrite true
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| 
 | |
| #shader CElementGenShaderIndTexZWrite
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| #instattribute position4 0
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| #instattribute position4 1
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| #instattribute position4 2
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| #instattribute position4 3
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| #instattribute color
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| #instattribute uv4 0
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| #instattribute uv4 1
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| #instattribute uv4 2
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| #instattribute uv4 3
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| #instattribute uv4 4
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| #srcfac srcalpha
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| #dstfac invsrcalpha
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| #depthtest none
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| #depthwrite true
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| #alphawrite false
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| 
 | |
| #vertex glsl
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| layout(location=0) in vec4 posIn[4];
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| layout(location=4) in vec4 colorIn;
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| layout(location=5) in vec4 uvsInTexrTind[4];
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| layout(location=9) in vec4 uvsInScene;
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| 
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| UBINDING0 uniform ParticleUniform
 | |
| {
 | |
|     mat4 mvp;
 | |
|     vec4 moduColor;
 | |
| };
 | |
| 
 | |
| struct VertToFrag
 | |
| {
 | |
|     vec4 color;
 | |
|     vec4 uvScene;
 | |
|     vec2 uvTexr;
 | |
|     vec2 uvTind;
 | |
| };
 | |
| 
 | |
| SBINDING(0) out VertToFrag vtf;
 | |
| void main()
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| {
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|     vec4 pos = posIn[gl_VertexID];
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|     vtf.color = colorIn * moduColor;
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|     vtf.uvScene = uvsInScene;
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|     vtf.uvTexr = uvsInTexrTind[gl_VertexID].xy;
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|     vtf.uvTind = uvsInTexrTind[gl_VertexID].zw;
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|     gl_Position = mvp * pos;
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| }
 | |
| 
 | |
| #fragment glsl
 | |
| struct VertToFrag
 | |
| {
 | |
|     vec4 color;
 | |
|     vec4 uvScene;
 | |
|     vec2 uvTexr;
 | |
|     vec2 uvTind;
 | |
| };
 | |
| 
 | |
| SBINDING(0) in VertToFrag vtf;
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| layout(location=0) out vec4 colorOut;
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| TBINDING0 uniform sampler2D texrMap;
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| TBINDING1 uniform sampler2D sceneMap;
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| TBINDING2 uniform sampler2D tindMap;
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| void main()
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| {
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|     vec2 tindTexel = texture(tindMap, vtf.uvTind).ab;
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|     vec4 sceneTexel = texture(sceneMap, mix(vtf.uvScene.xy, vtf.uvScene.zw, tindTexel));
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|     vec4 texrTexel = texture(texrMap, vtf.uvTexr);
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|     colorOut = vtf.color * vec4(sceneTexel.rgb, 1.0) + texrTexel;
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|     colorOut.a = vtf.color.a * texrTexel.a;
 | |
| }
 | |
| 
 | |
| #vertex hlsl
 | |
| struct VertData
 | |
| {
 | |
|     float4 posIn[4] : POSITION;
 | |
|     float4 colorIn : COLOR;
 | |
|     float4 uvsInTexrTind[4] : UV0;
 | |
|     float4 uvsInScene : UV4;
 | |
| };
 | |
| 
 | |
| cbuffer ParticleUniform : register(b0)
 | |
| {
 | |
|     float4x4 mvp;
 | |
|     float4 moduColor;
 | |
| };
 | |
| 
 | |
| struct VertToFrag
 | |
| {
 | |
|     float4 position : SV_Position;
 | |
|     float4 color : COLOR;
 | |
|     float4 uvScene : UV0;
 | |
|     float2 uvTexr : UV1;
 | |
|     float2 uvTind : UV2;
 | |
| };
 | |
| 
 | |
| VertToFrag main(in VertData v, in uint vertId : SV_VertexID)
 | |
| {
 | |
|     VertToFrag vtf;
 | |
|     vtf.color = v.colorIn * moduColor;
 | |
|     vtf.uvScene = v.uvsInScene;
 | |
|     vtf.uvTexr = v.uvsInTexrTind[vertId].xy;
 | |
|     vtf.uvTind = v.uvsInTexrTind[vertId].zw;
 | |
|     vtf.position = mul(mvp, v.posIn[vertId]);
 | |
|     return vtf;
 | |
| }
 | |
| 
 | |
| #fragment hlsl
 | |
| SamplerState samp : register(s0);
 | |
| Texture2D tex0 : register(t0);
 | |
| Texture2D tex1 : register(t1);
 | |
| Texture2D tex2 : register(t2);
 | |
| struct VertToFrag
 | |
| {
 | |
|     float4 position : SV_Position;
 | |
|     float4 color : COLOR;
 | |
|     float4 uvScene : UV0;
 | |
|     float2 uvTexr : UV1;
 | |
|     float2 uvTind : UV2;
 | |
| };
 | |
| 
 | |
| float4 main(in VertToFrag vtf) : SV_Target0
 | |
| {
 | |
|     float2 tindTexel = tex2.Sample(samp, vtf.uvTind).ab;
 | |
|     float4 sceneTexel = tex1.Sample(samp, lerp(vtf.uvScene.xy, vtf.uvScene.zw, tindTexel));
 | |
|     float4 texrTexel = tex0.Sample(samp, vtf.uvTexr);
 | |
|     float4 colorOut = vtf.color * float4(sceneTexel.rgb, 1.0) + texrTexel;
 | |
|     colorOut.a = vtf.color.a * texrTexel.a;
 | |
|     return colorOut;
 | |
| }
 | |
| 
 | |
| #vertex metal
 | |
| struct VertData
 | |
| {
 | |
|     float4 posIn[4];
 | |
|     float4 colorIn;
 | |
|     float4 uvsInTexrTind[4];
 | |
|     float4 uvsInScene;
 | |
| };
 | |
| 
 | |
| struct ParticleUniform
 | |
| {
 | |
|     float4x4 mvp;
 | |
|     float4 moduColor;
 | |
| };
 | |
| 
 | |
| struct VertToFrag
 | |
| {
 | |
|     float4 position [[ position ]];
 | |
|     float4 color;
 | |
|     float4 uvScene;
 | |
|     float2 uvTexr;
 | |
|     float2 uvTind;
 | |
| };
 | |
| 
 | |
| vertex VertToFrag vmain(constant VertData* va [[ buffer(1) ]],
 | |
|                         uint vertId [[ vertex_id ]], uint instId [[ instance_id ]],
 | |
|                         constant ParticleUniform& particle [[ buffer(2) ]])
 | |
| {
 | |
|     VertToFrag vtf;
 | |
|     constant VertData& v = va[instId];
 | |
|     vtf.color = v.colorIn * particle.moduColor;
 | |
|     vtf.uvScene = v.uvsInScene;
 | |
|     vtf.uvTexr = v.uvsInTexrTind[vertId].xy;
 | |
|     vtf.uvTind = v.uvsInTexrTind[vertId].zw;
 | |
|     vtf.position = particle.mvp * v.posIn[vertId];
 | |
|     return vtf;
 | |
| }
 | |
| 
 | |
| #fragment metal
 | |
| struct VertToFrag
 | |
| {
 | |
|     float4 position [[ position ]];
 | |
|     float4 color;
 | |
|     float4 uvScene;
 | |
|     float2 uvTexr;
 | |
|     float2 uvTind;
 | |
| };
 | |
| 
 | |
| fragment float4 fmain(VertToFrag vtf [[ stage_in ]],
 | |
|                       sampler samp [[ sampler(0) ]],
 | |
|                       texture2d<float> tex0 [[ texture(0) ]],
 | |
|                       texture2d<float> tex1 [[ texture(1) ]],
 | |
|                       texture2d<float> tex2 [[ texture(2) ]])
 | |
| {
 | |
|     float2 tindTexel = tex2.sample(samp, vtf.uvTind).ab;
 | |
|     float4 sceneTexel = tex1.sample(samp, mix(vtf.uvScene.xy, vtf.uvScene.zw, tindTexel));
 | |
|     float4 texrTexel = tex0.sample(samp, vtf.uvTexr);
 | |
|     float4 colorOut = vtf.color * float4(sceneTexel.rgb, 1.0) + texrTexel;
 | |
|     colorOut.a = vtf.color.a * texrTexel.a;
 | |
|     return colorOut;
 | |
| }
 | |
| 
 | |
| #shader CElementGenShaderIndTexZWriteAWrite : CElementGenShaderIndTexZWrite
 | |
| #alphawrite true
 | |
| 
 | |
| #shader CElementGenShaderIndTexNoZWrite : CElementGenShaderIndTexZWrite
 | |
| #depthwrite false
 | |
| #alphawrite false
 | |
| 
 | |
| #shader CElementGenShaderIndTexNoZWriteAWrite : CElementGenShaderIndTexNoZWrite
 | |
| #alphawrite true
 | |
| 
 | |
| #shader CElementGenShaderIndTexAdditive : CElementGenShaderIndTexZWrite
 | |
| #depthwrite true
 | |
| #srcfac srcalpha
 | |
| #dstfac one
 | |
| #alphawrite false
 | |
| 
 | |
| #shader CElementGenShaderIndTexAdditiveAWrite : CElementGenShaderIndTexAdditive
 | |
| #alphawrite true
 | |
| 
 | |
| #shader CElementGenShaderCindTexZWrite : CElementGenShaderIndTexZWrite
 | |
| #srcfac srcalpha
 | |
| #dstfac invsrcalpha
 | |
| #depthtest none
 | |
| #depthwrite true
 | |
| #alphawrite false
 | |
| 
 | |
| #fragment glsl
 | |
| struct VertToFrag
 | |
| {
 | |
|     vec4 color;
 | |
|     vec4 uvScene;
 | |
|     vec2 uvTexr;
 | |
|     vec2 uvTind;
 | |
| };
 | |
| 
 | |
| SBINDING(0) in VertToFrag vtf;
 | |
| layout(location=0) out vec4 colorOut;
 | |
| TBINDING0 uniform sampler2D texrMap;
 | |
| TBINDING1 uniform sampler2D sceneMap;
 | |
| TBINDING2 uniform sampler2D tindMap;
 | |
| void main()
 | |
| {
 | |
|     vec2 tindTexel = texture(tindMap, vtf.uvTind).ab;
 | |
|     vec4 sceneTexel = texture(sceneMap, mix(vtf.uvScene.xy, vtf.uvScene.zw, tindTexel));
 | |
|     colorOut = vtf.color * vec4(sceneTexel.rgb, 1.0) * texture(texrMap, vtf.uvTexr);
 | |
| }
 | |
| 
 | |
| #fragment hlsl
 | |
| SamplerState samp : register(s0);
 | |
| Texture2D tex0 : register(t0);
 | |
| Texture2D tex1 : register(t1);
 | |
| Texture2D tex2 : register(t2);
 | |
| struct VertToFrag
 | |
| {
 | |
|     float4 position : SV_Position;
 | |
|     float4 color : COLOR;
 | |
|     float4 uvScene : UV0;
 | |
|     float2 uvTexr : UV1;
 | |
|     float2 uvTind : UV2;
 | |
| };
 | |
| 
 | |
| float4 main(in VertToFrag vtf) : SV_Target0
 | |
| {
 | |
|     float2 tindTexel = tex2.Sample(samp, vtf.uvTind).ab;
 | |
|     float4 sceneTexel = tex1.Sample(samp, lerp(vtf.uvScene.xy, vtf.uvScene.zw, tindTexel));
 | |
|     return vtf.color * float4(sceneTexel.rgb, 1.0) * tex0.Sample(samp, vtf.uvTexr);
 | |
| }
 | |
| 
 | |
| #fragment metal
 | |
| struct VertToFrag
 | |
| {
 | |
|     float4 position [[ position ]];
 | |
|     float4 color;
 | |
|     float4 uvScene;
 | |
|     float2 uvTexr;
 | |
|     float2 uvTind;
 | |
| };
 | |
| 
 | |
| fragment float4 fmain(VertToFrag vtf [[ stage_in ]],
 | |
|                       sampler samp [[ sampler(0) ]],
 | |
|                       texture2d<float> tex0 [[ texture(0) ]],
 | |
|                       texture2d<float> tex1 [[ texture(1) ]],
 | |
|                       texture2d<float> tex2 [[ texture(2) ]])
 | |
| {
 | |
|     float2 tindTexel = tex2.sample(samp, vtf.uvTind).ab;
 | |
|     float4 sceneTexel = tex1.sample(samp, mix(vtf.uvScene.xy, vtf.uvScene.zw, tindTexel));
 | |
|     return vtf.color * float4(sceneTexel.rgb, 1.0) * tex0.sample(samp, vtf.uvTexr);
 | |
| }
 | |
| 
 | |
| #shader CElementGenShaderCindTexZWriteAWrite : CElementGenShaderCindTexZWrite
 | |
| #alphawrite true
 | |
| 
 | |
| #shader CElementGenShaderCindTexNoZWrite : CElementGenShaderCindTexZWrite
 | |
| #depthwrite false
 | |
| #alphawrite false
 | |
| 
 | |
| #shader CElementGenShaderCindTexNoZWriteAWrite : CElementGenShaderCindTexNoZWrite
 | |
| #alphawrite true
 | |
| 
 | |
| #shader CElementGenShaderCindTexAdditive : CElementGenShaderCindTexZWrite
 | |
| #depthwrite true
 | |
| #srcfac srcalpha
 | |
| #dstfac one
 | |
| #alphawrite false
 | |
| 
 | |
| #shader CElementGenShaderCindTexAdditiveAWrite : CElementGenShaderCindTexAdditive
 | |
| #alphawrite true
 | |
| 
 | |
| #shader CElementGenShaderNoTexZTestZWrite
 | |
| #instattribute position4 0
 | |
| #instattribute position4 1
 | |
| #instattribute position4 2
 | |
| #instattribute position4 3
 | |
| #instattribute color
 | |
| #srcfac srcalpha
 | |
| #dstfac invsrcalpha
 | |
| #primitive tristrips
 | |
| #depthtest lequal
 | |
| #depthwrite true
 | |
| #culling none
 | |
| #alphawrite false
 | |
| 
 | |
| #vertex glsl
 | |
| layout(location=0) in vec4 posIn[4];
 | |
| layout(location=4) in vec4 colorIn;
 | |
| 
 | |
| UBINDING0 uniform ParticleUniform
 | |
| {
 | |
|     mat4 mvp;
 | |
|     vec4 moduColor;
 | |
| };
 | |
| 
 | |
| struct VertToFrag
 | |
| {
 | |
|     vec4 color;
 | |
| };
 | |
| 
 | |
| SBINDING(0) out VertToFrag vtf;
 | |
| void main()
 | |
| {
 | |
|     vec4 pos = posIn[gl_VertexID];
 | |
|     vtf.color = colorIn * moduColor;
 | |
|     gl_Position = mvp * pos;
 | |
| }
 | |
| 
 | |
| #fragment glsl
 | |
| struct VertToFrag
 | |
| {
 | |
|     vec4 color;
 | |
| };
 | |
| 
 | |
| SBINDING(0) in VertToFrag vtf;
 | |
| layout(location=0) out vec4 colorOut;
 | |
| void main()
 | |
| {
 | |
|     colorOut = vtf.color;
 | |
| }
 | |
| 
 | |
| #vertex hlsl
 | |
| struct VertData
 | |
| {
 | |
|     float4 posIn[4] : POSITION;
 | |
|     float4 colorIn : COLOR;
 | |
| };
 | |
| 
 | |
| cbuffer ParticleUniform : register(b0)
 | |
| {
 | |
|     float4x4 mvp;
 | |
|     float4 moduColor;
 | |
| };
 | |
| 
 | |
| struct VertToFrag
 | |
| {
 | |
|     float4 position : SV_Position;
 | |
|     float4 color : COLOR;
 | |
| };
 | |
| 
 | |
| VertToFrag main(in VertData v, in uint vertId : SV_VertexID)
 | |
| {
 | |
|     VertToFrag vtf;
 | |
|     vtf.color = v.colorIn * moduColor;
 | |
|     vtf.position = mul(mvp, v.posIn[vertId]);
 | |
|     return vtf;
 | |
| }
 | |
| 
 | |
| #fragment hlsl
 | |
| struct VertToFrag
 | |
| {
 | |
|     float4 position : SV_Position;
 | |
|     float4 color : COLOR;
 | |
| };
 | |
| 
 | |
| float4 main(in VertToFrag vtf) : SV_Target0
 | |
| {
 | |
|     return vtf.color;
 | |
| }
 | |
| 
 | |
| #vertex metal
 | |
| struct VertData
 | |
| {
 | |
|     float4 posIn[4];
 | |
|     float4 colorIn;
 | |
| };
 | |
| 
 | |
| struct ParticleUniform
 | |
| {
 | |
|     float4x4 mvp;
 | |
|     float4 moduColor;
 | |
| };
 | |
| 
 | |
| struct VertToFrag
 | |
| {
 | |
|     float4 position [[ position ]];
 | |
|     float4 color;
 | |
| };
 | |
| 
 | |
| vertex VertToFrag vmain(constant VertData* va [[ buffer(1) ]],
 | |
|                         uint vertId [[ vertex_id ]], uint instId [[ instance_id ]],
 | |
|                         constant ParticleUniform& particle [[ buffer(2) ]])
 | |
| {
 | |
|     VertToFrag vtf;
 | |
|     constant VertData& v = va[instId];
 | |
|     vtf.color = v.colorIn * particle.moduColor;
 | |
|     vtf.position = particle.mvp * v.posIn[vertId];
 | |
|     return vtf;
 | |
| }
 | |
| 
 | |
| #fragment metal
 | |
| struct VertToFrag
 | |
| {
 | |
|     float4 position [[ position ]];
 | |
|     float4 color;
 | |
| };
 | |
| 
 | |
| fragment float4 fmain(VertToFrag vtf [[ stage_in ]])
 | |
| {
 | |
|     return vtf.color;
 | |
| }
 | |
| 
 | |
| #shader CElementGenShaderNoTexZTestZWriteAWrite : CElementGenShaderNoTexZTestZWrite
 | |
| #alphawrite true
 | |
| 
 | |
| #shader CElementGenShaderNoTexNoZTestZWrite : CElementGenShaderNoTexZTestZWrite
 | |
| #depthtest none
 | |
| #depthwrite true
 | |
| #alphawrite false
 | |
| 
 | |
| #shader CElementGenShaderNoTexNoZTestZWriteAWrite : CElementGenShaderNoTexNoZTestZWrite
 | |
| #alphawrite true
 | |
| 
 | |
| #shader CElementGenShaderNoTexZTestNoZWrite : CElementGenShaderNoTexZTestZWrite
 | |
| #depthtest lequal
 | |
| #depthwrite false
 | |
| #alphawrite false
 | |
| 
 | |
| #shader CElementGenShaderNoTexZTestNoZWriteAWrite : CElementGenShaderNoTexZTestNoZWrite
 | |
| #alphawrite true
 | |
| 
 | |
| #shader CElementGenShaderNoTexNoZTestNoZWrite : CElementGenShaderNoTexZTestZWrite
 | |
| #depthtest none
 | |
| #depthwrite false
 | |
| #alphawrite false
 | |
| 
 | |
| #shader CElementGenShaderNoTexNoZTestNoZWriteAWrite : CElementGenShaderNoTexNoZTestNoZWrite
 | |
| #alphawrite true
 | |
| 
 | |
| #shader CElementGenShaderNoTexAdditiveZTest : CElementGenShaderNoTexZTestZWrite
 | |
| #srcfac srcalpha
 | |
| #dstfac one
 | |
| #depthtest lequal
 | |
| #depthwrite false
 | |
| #alphawrite false
 | |
| 
 | |
| #shader CElementGenShaderNoTexAdditiveZTestAWrite : CElementGenShaderNoTexAdditiveZTest
 | |
| #alphawrite true
 | |
| 
 | |
| #shader CElementGenShaderNoTexAdditiveNoZTest : CElementGenShaderNoTexZTestZWrite
 | |
| #srcfac srcalpha
 | |
| #dstfac one
 | |
| #depthtest none
 | |
| #depthwrite false
 | |
| #alphawrite false
 | |
| 
 | |
| #shader CElementGenShaderNoTexAdditiveNoZTestAWrite : CElementGenShaderNoTexAdditiveNoZTest
 | |
| #alphawrite true
 |