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			138 lines
		
	
	
		
			2.3 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			138 lines
		
	
	
		
			2.3 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| #shader CNESShader
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| #attribute position4
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| #attribute uv4
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| #srcfac srcalpha
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| #dstfac invsrcalpha
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| #primitive tristrips
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| #depthtest none
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| #depthwrite false
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| #culling none
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| 
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| #vertex glsl
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| layout(location=0) in vec4 posIn;
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| layout(location=1) in vec4 uvIn;
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| 
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| UBINDING0 uniform TexuredQuadUniform
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| {
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|     mat4 mtx;
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|     vec4 color;
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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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|     vtf.color = color;
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|     vtf.uv = uvIn.xy;
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|     gl_Position = mtx * vec4(posIn.xyz, 1.0);
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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 : POSITION;
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|     float4 uvIn : UV;
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| };
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| 
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| cbuffer TexuredQuadUniform : register(b0)
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| {
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|     float4x4 mat;
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|     float4 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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|     float2 uv : UV;
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| };
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| 
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| VertToFrag main(in VertData v)
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| {
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|     VertToFrag vtf;
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|     vtf.color = color;
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|     vtf.uv = v.uvIn.xy;
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|     vtf.position = mul(mat, float4(v.posIn.xyz, 1.0));
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|     return vtf;
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| }
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| 
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| #fragment hlsl
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| struct VertToFrag
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| {
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|     float4 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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| Texture2D tex : register(t0);
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| SamplerState samp : register(s4);
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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 * tex.Sample(samp, vtf.uv);
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| }
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| 
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| #vertex metal
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| struct VertData
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| {
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|     float4 posIn [[ attribute(0) ]];
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|     float4 uvIn [[ attribute(1) ]];
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| };
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| 
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| struct TexuredQuadUniform
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| {
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|     float4x4 mat;
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|     float4 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 [[ 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(VertData v [[ stage_in ]], constant TexuredQuadUniform& tqu [[ buffer(2) ]])
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| {
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|     VertToFrag vtf;
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|     vtf.color = tqu.color;
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|     vtf.uv = v.uvIn.xy;
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|     vtf.position = tqu.mat * float4(v.posIn.xyz, 1.0);
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|     return vtf;
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| }
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| 
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| #fragment metal
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| struct VertToFrag
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| {
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|     float4 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 clampSamp [[ sampler(4) ]],
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|                       texture2d<float> tex [[ texture(0) ]])
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| {
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|     return vtf.color * tex.sample(clampSamp, vtf.uv);
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| }
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