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Stillkill committed 2026-03-08 15:34:38 -05:00
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#ifndef __SHADER_CONSTANTS_GNM_H
#define __SHADER_CONSTANTS_GNM_H
#define FANCY
#define ALPHA_TEST
#define FOG
#define ENABLE_FOG
#define END_PORTAL
#define ALWAYS_LIT
//#define EFFECTS_OFFSET - Enable this later (to see animating fire) when can turn these on/off based on material.
Texture2D TEXTURE_0 : register(t0);
Texture2D TEXTURE_1 : register(t1);
Texture2D TEXTURE_2 : register(t2);
Texture2D TEXTURE_3 : register(t3);
Texture2D TEXTURE_4 : register(t4);
Texture2D TEXTURE_5 : register(t5);
Texture2D TEXTURE_6 : register(t6);
Texture2D TEXTURE_7 : register(t7);
SamplerState TextureSampler0 : register(s0);
SamplerState TextureSampler1 : register(s1);
SamplerState TextureSampler2 : register(s2);
SamplerState TextureSampler3 : register(s3);
SamplerState TextureSampler4 : register(s4);
SamplerState TextureSampler5 : register(s5);
SamplerState TextureSampler6 : register(s6);
SamplerState TextureSampler7 : register(s7);
ConstantBuffer RenderChunkConstants : register(c0) {
float4 CHUNK_ORIGIN_AND_SCALE;
}
ConstantBuffer EntityConstants : register(c1) {
float4 OVERLAY_COLOR;
float4 TILE_LIGHT_COLOR;
float4 CHANGE_COLOR;
float4 GLINT_COLOR;
float4 UV_ANIM;
float2 UV_OFFSET;
float2 UV_ROTATION;
float2 GLINT_UV_SCALE;
}
ConstantBuffer PerFrameConstants : register(c2) {
float3 VIEW_POS;
float TIME;
float4 FOG_COLOR;
float2 FOG_CONTROL;
float RENDER_DISTANCE;
float FAR_CHUNKS_DISTANCE;
}
ConstantBuffer WorldConstants : register(c3) {
column_major float4x4 WORLDVIEWPROJ;
column_major float4x4 WORLD;
column_major float4x4 WORLDVIEW;
column_major float4x4 PROJ;
}
ConstantBuffer ShaderConstants : register(c4) {
float4 CURRENT_COLOR;
float4 DARKEN;
float3 TEXTURE_DIMENSIONS;
float1 HUD_OPACITY;
column_major float4x4 UV_TRANSFORM;
}
ConstantBuffer WeatherConstants : register(c5) {
float4 POSITION_OFFSET;
float4 VELOCITY;
float4 ALPHA;
float4 VIEW_POSITION;
float4 SIZE_SCALE;
float4 FORWARD;
float4 UV_INFO;
float4 PARTICLE_BOX;
}
ConstantBuffer FlipbookTextureConstants : register(c6) {
float1 V_OFFSET;
float1 V_BLEND_OFFSET;
}
ConstantBuffer EffectsConstants : register(c7) {
float2 EFFECT_UV_OFFSET;
}
ConstantBuffer BannerConstants : register(c8) {
float4 BANNER_COLORS[7];
float4 BANNER_UV_OFFSETS[7];
}
ConstantBuffer InterFrameConstants : register(c9) {
// in secs. This is reset every 1 hour. so the range is [0, 3600]
// make sure your shader handles the case when it transitions from 3600 to 0
float TOTAL_REAL_WORLD_TIME;
column_major float4x4 CUBE_MAP_ROTATION;
}
#endif
@@ -0,0 +1,12 @@
#include "ShaderConstantsGNM.h"
struct PS_Input
{
float4 position : S_POSITION;
float4 color : COLOR;
};
float4 main( in PS_Input PSInput ) : S_TARGET_OUTPUT
{
return PSInput.color;
}
@@ -0,0 +1,25 @@
#include "ShaderConstantsGNM.h"
struct VS_Input
{
float4 position : POSITION;
float4 color : COLOR;
};
struct PS_Input
{
float4 position : S_POSITION;
float4 color : COLOR;
};
PS_Input main( in VS_Input VSInput )
{
PS_Input PSInput = (PS_Input)0;
PSInput.color = VSInput.color;
PSInput.position = mul(WORLDVIEWPROJ, VSInput.position);
return PSInput;
}
@@ -0,0 +1,49 @@
#include "ShaderConstantsGNM.h"
struct PS_Input {
float4 position : S_POSITION;
#ifdef ENABLE_LIGHT
float4 light : LIGHT;
#endif
#ifdef ENABLE_FOG
float4 fogColor : FOG_COLOR;
#endif
#ifndef DISABLE_TINTING
float4 color : COLOR;
#endif
float2 texCoords : TEXCOORD_0_FB_MSAA;
};
float4 main(in PS_Input PSInput) : S_TARGET_OUTPUT
{
float4 diffuse = TEXTURE_0.Sample(TextureSampler0, PSInput.texCoords);
#ifndef DISABLE_TINTING
diffuse.a = lerp(diffuse.r * diffuse.a, diffuse.a, PSInput.color.a);
diffuse.rgb *= PSInput.color.rgb;
#endif
#ifdef ENABLE_LIGHT
diffuse.rgb *= PSInput.light.rgb;
#endif
#ifdef ENABLE_FOG
//apply fog
diffuse.rgb = lerp(diffuse.rgb, PSInput.fogColor.rgb, PSInput.fogColor.a );
#endif
//WARNING do not refactor this
//PSOutput.color = diffuse;
float4 outputColor = diffuse;
#ifdef VR_FEATURE
// On Rift, the transition from 0 brightness to the lowest 8 bit value is abrupt, so clamp to
// the lowest 8 bit value.
//PSOutput.color = max(PSOutput.color, 1 / 255.0f);
outputColor = max(outputColor, 1 / 255.0f);
#endif
return outputColor;
}
@@ -0,0 +1,94 @@
#include "ShaderConstantsGNM.h"
struct VS_Input {
float3 position : POSITION;
float4 normal : NORMAL;
float2 texCoords : TEXCOORD_0;
float4 color : COLOR;
};
struct PS_Input {
float4 position : S_POSITION;
#ifdef ENABLE_LIGHT
float4 light : LIGHT;
#endif
#ifdef ENABLE_FOG
float4 fogColor : FOG_COLOR;
#endif
#ifndef DISABLE_TINTING
float4 color : COLOR;
#endif
float2 texCoords : TEXCOORD_0_FB_MSAA;
};
static const float AMBIENT = 0.45;
static const float XFAC = -0.1;
static const float ZFAC = 0.1;
float4 TransformRGBA8_SNORM(const float4 RGBA8_SNORM) {
#ifdef R8G8B8A8_SNORM_UNSUPPORTED
return RGBA8_SNORM * float(2.0).xxxx - float(1.0).xxxx;
#else
return RGBA8_SNORM;
#endif
}
float lightIntensity(const float4 position, const float4 normal) {
#ifdef FANCY
float3 N = normalize(mul(WORLD, normal)).xyz;
N.y *= TILE_LIGHT_COLOR.a;
//take care of double sided polygons on materials without culling
#ifdef FLIP_BACKFACES
float3 viewDir = normalize((mul(WORLD, position)).xyz);
if (dot(N, viewDir) > 0.0) {
N *= -1.0;
}
#endif
float yLight = (1.0 + N.y) * 0.5;
return yLight * (1.0 - AMBIENT) + N.x*N.x * XFAC + N.z*N.z * ZFAC + AMBIENT;
#else
return 1.0;
#endif
}
PS_Input main(in VS_Input VSInput) {
PS_Input PSInput = (PS_Input)0;
PSInput.position = mul(WORLDVIEWPROJ, float4(VSInput.position, 1));
#ifdef ENABLE_LIGHT
float4 normal = TransformRGBA8_SNORM(VSInput.normal);
float L = lightIntensity(float4(VSInput.position, 1), normal);
PSInput.light = float4(L.xxx * TILE_LIGHT_COLOR.rgb, 1.0);
#endif
int frameIndex = int(VSInput.color.a * 255.0f);
PSInput.texCoords.xy = VSInput.texCoords.xy + BANNER_UV_OFFSETS[frameIndex].xy;
#ifndef DISABLE_TINTING
PSInput.color = BANNER_COLORS[frameIndex];
PSInput.color.a = 1.0f;
if (frameIndex > 0) {
PSInput.color.a = 0.0f;
}
#endif
#ifdef ENABLE_FOG
//fog
PSInput.fogColor.rgb = FOG_COLOR.rgb;
PSInput.fogColor.a = clamp(((PSInput.position.z / RENDER_DISTANCE) - FOG_CONTROL.x) / (FOG_CONTROL.y - FOG_CONTROL.x), 0.0, 1.0);
#endif
return PSInput;
}
@@ -0,0 +1,37 @@
#include "ShaderConstantsGNM.h"
struct VS_Input
{
float3 position : POSITION;
float4 color : COLOR;
};
struct PS_Input
{
float4 position : S_POSITION;
float4 color : COLOR;
};
static const float fogNear = 0.9;
static const float3 inverseLightDirection = float3( 0.62, 0.78, 0.0 );
static const float ambient = 0.7;
PS_Input main( in VS_Input VSInput )
{
PS_Input PSInput = (PS_Input)0;
PSInput.position = mul(WORLDVIEWPROJ, float4(VSInput.position, 1));
float3 worldPos = float3(mul(WORLD, float4(VSInput.position, 1)));
PSInput.color = VSInput.color * CURRENT_COLOR;
float depth = length(worldPos) / RENDER_DISTANCE;
float fog = max( depth - fogNear, 0.0 );
PSInput.color.a *= 1.0 - fog;
return PSInput;
}
@@ -0,0 +1,13 @@
#include "ShaderConstantsGNM.h"
struct PS_Input
{
float4 position : S_POSITION;
float4 color : COLOR;
};
float4 main( in PS_Input PSInput ) : S_TARGET_OUTPUT
{
return PSInput.color * CURRENT_COLOR;
}
@@ -0,0 +1,24 @@
#include "ShaderConstantsGNM.h"
// be sure to change the shader type to pertex shader and shader model to ps_40 (in visual studio)
struct PS_Input {
float4 position : S_POSITION;
float2 uv : TEXCOORD_0;
};
float4 main(in PS_Input PSInput ) : S_TARGET_OUTPUT
{
float4 diffuse = TEXTURE_0.Sample(TextureSampler0, PSInput.uv);
#ifdef ALPHA_TEST
if (diffuse.a < 0.5) {
discard;
}
#endif
float grayscale = (CURRENT_COLOR.r * diffuse.r * 0.3 + CURRENT_COLOR.g * diffuse.g * 0.59 + CURRENT_COLOR.b * diffuse.b * 0.11);
float4 gray_color = float4(grayscale, grayscale, grayscale, CURRENT_COLOR.a * diffuse.a);
return gray_color;
}
@@ -0,0 +1,13 @@
#include "ShaderConstantsGNM.h"
struct PS_Input
{
float4 position : S_POSITION;
float4 color : COLOR;
};
float4 main( in PS_Input PSInput ) : S_TARGET_OUTPUT
{
return PSInput.color;
}
@@ -0,0 +1,76 @@
#include "ShaderConstantsGNM.h"
float4 glintBlend(float4 dest, float4 source) {
return float4(source.rgb * source.rgb, 0.0) + dest;
}
struct PS_Input
{
float4 position : S_Position;
float4 color : COLOR;
float2 uv : TEXCOORD_0;
#ifdef ENABLE_FOG
float4 fogColor : FOG_COLOR;
#endif
#ifdef GLINT
float2 layer1UV : TEXCOORD_1;
float2 layer2UV : TEXCOORD_2;
#endif
};
float4 main( in PS_Input PSInput ) : S_TARGET_OUTPUT
{
#ifdef EFFECTS_OFFSET
float4 diffuse = TEXTURE_0.Sample( TextureSampler0, PSInput.uv + EFFECT_UV_OFFSET );
#else
float4 diffuse = TEXTURE_0.Sample( TextureSampler0, PSInput.uv );
#endif
#ifdef ALPHA_TEST
#ifdef ENABLE_VERTEX_TINT_MASK
if( diffuse.a <= 0.0f )
#else
if (diffuse.a <= 0.5f)
#endif
{
discard;
}
#endif
#ifdef ENABLE_VERTEX_TINT_MASK
diffuse.rgb = lerp(diffuse.rgb, diffuse.rgb * PSInput.color.rgb, diffuse.a);
if (PSInput.color.a > 0.0f) {
diffuse.a = diffuse.a > 0.0f ? 1.0f : 0.0f; // This line is needed for horse armour icon and dyed leather to work properly
}
#endif
#ifdef GLINT
float4 layer1 = TEXTURE_1.Sample(TextureSampler1, frac(PSInput.layer1UV)).rgbr * GLINT_COLOR;
float4 layer2 = TEXTURE_1.Sample(TextureSampler1, frac(PSInput.layer2UV)).rgbr * GLINT_COLOR;
float4 glint = (layer1 + layer2);
#ifdef INVENTORY
diffuse.rgb = glint.rgb;
#else
diffuse.rgb = glintBlend(diffuse, glint).rgb;
#endif
#endif
#ifdef USE_OVERLAY
//use either the diffuse or the OVERLAY_COLOR
diffuse.rgb = lerp( diffuse, OVERLAY_COLOR, OVERLAY_COLOR.a ).rgb;
#endif
#ifdef ENABLE_FOG
diffuse.rgb = lerp(diffuse.rgb, PSInput.fogColor.rgb, PSInput.fogColor.a);
#endif
#ifdef ENABLE_VERTEX_TINT_MASK
return diffuse;
#else
return diffuse * PSInput.color;
#endif
}
@@ -0,0 +1,66 @@
#include "ShaderConstantsGNM.h"
struct VS_Input
{
float3 position : POSITION;
float4 color : COLOR;
float2 texCoords : TEXCOORD_0;
};
struct PS_Input
{
float4 position : S_Position;
float4 color : COLOR;
float2 texCoords : TEXCOORD_0;
#ifdef ENABLE_FOG
float4 fogColor : FOG_COLOR;
#endif
#ifdef GLINT
float2 layer1UV : TEXCOORD_1;
float2 layer2UV : TEXCOORD_2;
#endif
};
#ifdef GLINT
float2 calculateLayerUV(float2 origUV, float offset, float rotation) {
float2 uv = origUV;
uv -= 0.5;
float rsin = 0.f;
float rcos = 0.f;
sincos(rotation, rsin, rcos);
uv = mul(uv, float2x2(rcos, -rsin, rsin, rcos));
uv.x += offset;
uv += 0.5;
return uv * GLINT_UV_SCALE;
}
#endif
PS_Input main( in VS_Input VSInput )
{
PS_Input PSInput = (PS_Input)0;
PSInput.color = VSInput.color;
PSInput.position = mul(WORLDVIEWPROJ, float4(VSInput.position, 1));
PSInput.texCoords = VSInput.texCoords;
#ifdef ENABLE_FOG
//fog
PSInput.fogColor.rgb = FOG_COLOR.rgb;
PSInput.fogColor.a = clamp(((PSInput.position.z / RENDER_DISTANCE) - FOG_CONTROL.x) / (FOG_CONTROL.y - FOG_CONTROL.x), 0.0, 1.0);
#endif
#ifdef USE_LIGHTING
PSInput.color *= float4(TILE_LIGHT_COLOR.rgb, 1.0);
#endif
#ifdef GLINT
PSInput.layer1UV = calculateLayerUV(VSInput.texCoords, UV_OFFSET.x, UV_ROTATION.x);
PSInput.layer2UV = calculateLayerUV(VSInput.texCoords, UV_OFFSET.y, UV_ROTATION.y);
#endif
return PSInput;
}
@@ -0,0 +1,25 @@
#include "ShaderConstantsGNM.h"
struct VS_Input
{
float3 position : POSITION;
float4 color : COLOR;
};
struct PS_Input
{
float4 position : S_POSITION;
float4 color : COLOR;
};
PS_Input main( in VS_Input VSInput )
{
PS_Input PSInput = (PS_Input)0;
PSInput.color = VSInput.color;
PSInput.position = mul(WORLDVIEWPROJ, float4(VSInput.position, 1));
return PSInput;
}
@@ -0,0 +1,11 @@
#include "ShaderConstantsGNM.h"
struct PS_Input
{
float4 position : S_POSITION;
};
float4 main( in PS_Input PSInput ) : S_TARGET_OUTPUT
{
return CURRENT_COLOR;
}
@@ -0,0 +1,57 @@
#include "ShaderConstantsGNM.h"
struct PS_Input {
float4 position : S_POSITION;
#ifndef BYPASS_PIXEL_SHADER
float2 colorLookupUV : TEXCOORD_0;
float2 parallaxUV : TEXCOORD_1;
float4 encodedPlane : PLANE_INFO;
#ifdef FOG
float4 fogColor : FOG_COLOR;
#endif
#endif
};
static const float MAX_LAYER_DEPTH = 32.0;
float4 main( in PS_Input PSInput ) : S_TARGET_OUTPUT
{
float4 outColor;
#ifdef BYPASS_PIXEL_SHADER
outColor = float4(0.0f, 0.0f, 0.0f, 0.0f);
#else
///// Decode Input Values
// Decode parallax plane data
// Using round() because normals should all be in the standard basis
const float planeDistance = PSInput.encodedPlane.a * MAX_LAYER_DEPTH;
///// Color Assembly
float4 colorSample = TEXTURE_1.Sample(TextureSampler1, PSInput.colorLookupUV);
float4 textureSample = TEXTURE_0.Sample(TextureSampler0, PSInput.parallaxUV);
const float3 brightness = textureSample.rgb * (1.0 - PSInput.encodedPlane.w);
colorSample.rgb *= brightness;
// Look for hard-coded value to clear the portal first
#ifdef FOG
if(planeDistance > MAX_LAYER_DEPTH - 1.0) {
outColor = float4(PSInput.fogColor.rgb * PSInput.fogColor.a, 0.0f);
}
else {
outColor = float4(colorSample.rgb * (1.0 - PSInput.fogColor.a), 1.0f);
}
#else
if(planeDistance > MAX_LAYER_DEPTH - 1.0) {
outColor = float4(0.0f, 0.0f, 0.0f, 0.0f);
}
else {
outColor = float4(colorSample.rgb, 1);
}
#endif
#endif
return outColor;
}
@@ -0,0 +1,104 @@
#include "ShaderConstantsGNM.h"
struct VS_Input {
float3 position : POSITION;
float4 color : COLOR;
float2 uv0 : TEXCOORD_0;
float2 uv1 : TEXCOORD_1;
};
struct PS_Input {
float4 position : S_POSITION;
#ifndef BYPASS_PIXEL_SHADER
float2 colorLookupUV : TEXCOORD_0;
float2 parallaxUV : TEXCOORD_1;
float4 encodedPlane : PLANE_INFO;
// lpfloat4 color : COLOR;
// float3 eyePositionInWorld : EYE_POS;
// float3 surfacePositionInWorld : SURFACE_POS;
#ifdef FOG
float4 fogColor : FOG_COLOR;
#endif
#endif
};
static const float DIST_DESATURATION = 56.0 / 255.0; //WARNING this value is also hardcoded in the water color, don'tchange
static const float MAX_LAYER_DEPTH = 32.0;
PS_Input main(in VS_Input VSInput )
{
PS_Input PSInput = (PS_Input)0;
///// Vertex Transformation
float3 worldPos = (VSInput.position.xyz * CHUNK_ORIGIN_AND_SCALE.w) + CHUNK_ORIGIN_AND_SCALE.xyz;
float3 viewRay = worldPos.xyz;
PSInput.position = mul(WORLDVIEW, float4( worldPos, 1 ));
PSInput.position = mul(PROJ, PSInput.position);
#ifndef BYPASS_PIXEL_SHADER
PSInput.encodedPlane = VSInput.color;
PSInput.colorLookupUV = VSInput.uv0;
///// Decode Input Values
// Decode parallax plane data
const float4 planeData = (PSInput.encodedPlane - float4(0.5, 0.5, 0.5, 0.0)) * float4(2.0, 2.0, 2.0, MAX_LAYER_DEPTH);
const float3 planeNormal = planeData.rgb;
const float planeDistance = planeData.a;
///// Ray-cast for parallax-offset UV
// Perform ray-plane intersection to find the position on the parallax plane
float t = dot(viewRay - (planeNormal * planeDistance), planeNormal) / dot(viewRay, planeNormal);
float3 parallaxPositionInWorld = (t * viewRay) + VIEW_POS;
///// Ridiculous UV-remapping
const float3 normalMask = abs(planeNormal);
// Since all normals are orthonormal on <x,y,z>, mask out the correct uv result
float2 raycastUV = parallaxPositionInWorld.yz * normalMask[0];
raycastUV += parallaxPositionInWorld.xz * normalMask[1];
raycastUV += parallaxPositionInWorld.xy * normalMask[2];
// Scale the UVs to Minecraft pixel size
raycastUV = raycastUV / 16.0;
///// Color Lookup
const float rotor = 3.1415926535897 * (5.0 / 7.0);
float rotS = sin(planeDistance * rotor);
float rotC = cos(planeDistance * rotor);
PSInput.parallaxUV = mul(float2x2(float2(rotC, rotS), float2(-rotS, rotC)), raycastUV);
///// UV Scrolling
// Offset rotation based on a value unique to the layer
PSInput.parallaxUV += float2(rotC, rotS) * planeDistance;
PSInput.parallaxUV.y += TIME / 256.0;
const float modVal = 64.0;
PSInput.parallaxUV = fmod(PSInput.parallaxUV, modVal);
///// Fog
#ifdef FOG
#ifdef FANCY
float3 relPos = -worldPos;
float cameraDepth = length(relPos);
#else
float cameraDepth = PSInput.position.z;
#endif
float len = cameraDepth / RENDER_DISTANCE;
#ifdef ALLOW_FADE
len += CURRENT_COLOR.r;
#endif
PSInput.fogColor.rgb = FOG_COLOR.rgb;
PSInput.fogColor.a = clamp((len - FOG_CONTROL.x) / (FOG_CONTROL.y - FOG_CONTROL.x), 0.0, 1.0);
#endif
#endif
return PSInput;
}
@@ -0,0 +1,120 @@
#include "ShaderConstantsGNM.h"
struct PS_Input {
float4 position : S_POSITION;
float4 light : LIGHT;
float4 fogColor : FOG_COLOR;
#ifdef GLINT
// there is some alignment issue on the Windows Phone 1320 that causes the position
// to get corrupted if this is two floats and last in the struct memory wise
float4 layerUV : GLINT_UVS;
#endif
#ifdef USE_OVERLAY
float4 overlayColor : OVERLAY_COLOR;
#endif
#ifdef TINTED_ALPHA_TEST
float4 alphaTestMultiplier : ALPHA_MULTIPLIER;
#endif
float2 uv : TEXCOORD_0;
};
#ifdef USE_EMISSIVE
#ifdef USE_ONLY_EMISSIVE
#define NEEDS_DISCARD(C) (C.a == 0.0f ||C.a == 1.0f )
#else
#define NEEDS_DISCARD(C) (C.a + C.r + C.g + C.b == 0.0)
#endif
#else
#ifndef USE_COLOR_MASK
#define NEEDS_DISCARD(C) (C.a < 0.5)
#else
#define NEEDS_DISCARD(C) (C.a <= 0.0)
#endif
#endif
float4 glintBlend(float4 dest, float4 source) {
// glBlendFuncSeparate(GL_SRC_COLOR, GL_ONE, GL_ONE, GL_ZERO)
return float4(source.rgb * source.rgb, source.a) + float4(dest.rgb, 0.0);
}
float4 main( in PS_Input PSInput ) : S_TARGET_OUTPUT
{
float4 color = float4( 1.0f, 1.0f, 1.0f, 1.0f );
#if( !defined(NO_TEXTURE) || !defined(COLOR_BASED) || defined(USE_COLOR_BLEND) )
//MSAA
color = TEXTURE_0.Sample( TextureSampler0, PSInput.uv );
#if defined(ALPHA_TEST) && !defined(USE_MULTITEXTURE)
if( NEEDS_DISCARD( color ) )
{
discard;
}
#endif
#ifdef TINTED_ALPHA_TEST
float4 testColor = color;
testColor.a = testColor.a * PSInput.alphaTestMultiplier.r;
if( NEEDS_DISCARD( testColor ) )
{
discard;
}
#endif
#endif
#ifdef USE_COLOR_MASK
color.rgb = lerp( color, color * CHANGE_COLOR, color.a ).rgb;
color.a *= CHANGE_COLOR.a;
#endif
#ifdef ITEM_IN_HAND
color.rgb = lerp(color, color * CHANGE_COLOR, PSInput.light.a).rgb;
#endif
#ifdef USE_MULTITEXTURE
float4 tex1 = TEXTURE_1.Sample(TextureSampler1, PSInput.uv);
float4 tex2 = TEXTURE_2.Sample(TextureSampler2, PSInput.uv);
color.rgb = lerp(color.rgb, tex1, tex1.a);
#ifdef ALPHA_TEST
if (color.a < 0.5f && tex1.a == 0.0f) {
discard;
}
#endif
#ifdef COLOR_SECOND_TEXTURE
if (tex2.a > 0.0f) {
color.rgb = lerp(tex2.rgb, tex2 * CHANGE_COLOR, tex2.a);
}
#else
color.rgb = lerp(color.rgb, tex2, tex2.a);
#endif
#endif
#ifdef USE_OVERLAY
//use either the diffuse or the OVERLAY_COLOR
color.rgb = lerp( color, PSInput.overlayColor, PSInput.overlayColor.a ).rgb;
#endif
#ifdef USE_EMISSIVE
//make glowy stuff
color *= lerp( float( 1.0 ).xxxx, PSInput.light, color.a );
#else
color *= PSInput.light;
#endif
//apply fog
color.rgb = lerp( color.rgb, PSInput.fogColor.rgb, PSInput.fogColor.a );
#ifdef GLINT
// Applies color mask to glint texture instead and blends with original color
float4 layer1 = TEXTURE_1.Sample(TextureSampler1, frac(PSInput.layerUV.xy)).rgbr * GLINT_COLOR;
float4 layer2 = TEXTURE_1.Sample(TextureSampler1, frac(PSInput.layerUV.zw)).rgbr * GLINT_COLOR;
float4 glint = (layer1 + layer2) * TILE_LIGHT_COLOR;
color = glintBlend(color, glint);
#endif
return color;
}
@@ -0,0 +1,130 @@
#include "ShaderConstantsGNM.h"
struct VS_Input {
float3 position : POSITION;
#ifdef COLOR_BASED
float4 color : COLOR;
#endif
float4 normal : NORMAL;
float2 texCoords : TEXCOORD_0;
};
struct PS_Input {
float4 position : S_POSITION;
float4 light : LIGHT;
float4 fogColor : FOG_COLOR;
#ifdef GLINT
// there is some alignment issue on the Windows Phone 1320 that causes the position
// to get corrupted if this is two floats and last in the struct memory wise
float4 layerUV : GLINT_UVS;
#endif
#ifdef USE_OVERLAY
float4 overlayColor : OVERLAY_COLOR;
#endif
#ifdef TINTED_ALPHA_TEST
float4 alphaTestMultiplier : ALPHA_MULTIPLIER;
#endif
float2 uv : TEXCOORD_0;
};
static const float AMBIENT = 0.45;
static const float XFAC = -0.1;
static const float ZFAC = 0.1;
float4 TransformRGBA8_SNORM(const float4 RGBA8_SNORM) {
#ifdef R8G8B8A8_SNORM_UNSUPPORTED
return RGBA8_SNORM * float(2.0).xxxx - float(1.0).xxxx;
#else
return RGBA8_SNORM;
#endif
}
float lightIntensity(const float4 position, const float4 normal) {
#ifdef FANCY
float3 N = normalize(mul(WORLD, normal)).xyz;
N.y *= TILE_LIGHT_COLOR.a;
//take care of double sided polygons on materials without culling
#ifdef FLIP_BACKFACES
float3 viewDir = normalize((mul(WORLD, position)).xyz);
if (dot(N, viewDir) > 0.0) {
N *= -1.0;
}
#endif
float yLight = (1.0 + N.y) * 0.5;
return yLight * (1.0 - AMBIENT) + N.x*N.x * XFAC + N.z*N.z * ZFAC + AMBIENT;
#else
return 1.0;
#endif
}
#ifdef GLINT
float2 calculateLayerUV(float2 origUV, float offset, float rotation) {
float2 uv = origUV;
uv -= 0.5;
float rsin = 0.f;
float rcos = 0.f;
sincos(rotation, rsin, rcos);
uv = mul(uv, float2x2(rcos, -rsin, rsin, rcos));
uv.x += offset;
uv += 0.5;
return uv * GLINT_UV_SCALE;
}
#endif
PS_Input main(in VS_Input VSInput)
{
PS_Input PSInput = (PS_Input)0;
PSInput.position = mul(WORLDVIEWPROJ, float4(VSInput.position, 1));
float4 normal = TransformRGBA8_SNORM(VSInput.normal);
float L = lightIntensity(float4(VSInput.position, 1), normal);
#ifdef USE_OVERLAY
L += OVERLAY_COLOR.a * 0.35;
PSInput.overlayColor = OVERLAY_COLOR;
#endif
#ifdef TINTED_ALPHA_TEST
PSInput.alphaTestMultiplier = OVERLAY_COLOR.aaaa;
#endif
PSInput.light = float4(L.xxx * TILE_LIGHT_COLOR.rgb, 1.0);
#ifdef COLOR_BASED
PSInput.light *= VSInput.color;
#endif
#if( !defined(NO_TEXTURE) || !defined(COLOR_BASED) || defined(USE_COLOR_BLEND) )
PSInput.uv = VSInput.texCoords;
#endif
#ifdef USE_UV_ANIM
PSInput.uv.xy = UV_ANIM.xy + (PSInput.uv.xy * UV_ANIM.zw);
#endif
#ifdef GLINT
PSInput.layerUV.xy = calculateLayerUV(VSInput.texCoords, UV_OFFSET.x, UV_ROTATION.x);
PSInput.layerUV.zw = calculateLayerUV(VSInput.texCoords, UV_OFFSET.y, UV_ROTATION.y);
#endif
//fog
PSInput.fogColor.rgb = FOG_COLOR.rgb;
PSInput.fogColor.a = clamp(((PSInput.position.z / RENDER_DISTANCE) - FOG_CONTROL.x) / (FOG_CONTROL.y - FOG_CONTROL.x), 0.0, 1.0);
return PSInput;
}
@@ -0,0 +1,11 @@
#include "ShaderConstantsGNM.h"
struct PS_Input
{
float4 position : S_POSITION;
};
float4 main( in PS_Input PSInput ) : S_TARGET_OUTPUT
{
return float4(1,1,1,1);
}
@@ -0,0 +1,13 @@
// DO NOT HAVE THIS INCLUDE BE THE FIRST LINE! we need a #define to be respected in the .fxh file
#include "ShaderConstantsGNM.h"
struct PS_Input
{
float4 position : S_POSITION;
float2 uv : TEXCOORD_0; // the stereo texture uses a texture array
};
float4 main( in PS_Input PSInput ) : S_TARGET_OUTPUT
{
return TEXTURE_0.Sample(TextureSampler0, PSInput.uv);
}
@@ -0,0 +1,16 @@
#include "ShaderConstantsGNM.h"
struct PS_Input
{
float4 position : S_POSITION;
float4 light : LIGHT;
};
float4 main( in PS_Input PSInput ) : S_TARGET_OUTPUT
{
float4 color = lerp( float4( 1, 1, 1, 1 ), PSInput.light, PSInput.light.a );
color.rgb = lerp( color, OVERLAY_COLOR, OVERLAY_COLOR.a ).rgb;
return color;
}
@@ -0,0 +1,18 @@
#include "ShaderConstantsGNM.h"
struct PS_Input
{
float4 position : S_POSITION;
float2 uv : TEXCOORD_0;
};
float4 main( in PS_Input PSInput ) : S_TARGET_OUTPUT
{
// when copying the levelstage texture for the rift overlay, we need to ensure alpha is 1, and
// convert from linear space to SRGB
float4 outColor;
outColor = TEXTURE_0.Sample( TextureSampler0, PSInput.uv );
outColor.a = 1.0;
outColor = pow(outColor, 2.2); // conversion to srgb
return outColor;
}
@@ -0,0 +1,25 @@
#include "ShaderConstantsGNM.h"
struct VS_Input
{
float3 position : POSITION;
float4 normal : NORMAL;
};
struct PS_Input
{
float4 position : S_POSITION;
float4 color : COLOR;
};
PS_Input main( in VS_Input VSInput )
{
PS_Input PSInput = (PS_Input)0;
PSInput.position = mul(WORLDVIEWPROJ, float4(VSInput.position, 1));
PSInput.color.rgb = ( VSInput.normal.xyz / 2 ) + 0.5;
PSInput.color.a = 1.0;
return PSInput;
}
@@ -0,0 +1,19 @@
#include "ShaderConstantsGNM.h"
struct VS_Input
{
float3 position : POSITION;
};
struct PS_Input
{
float4 position : S_POSITION;
};
PS_Input main( in VS_Input VSInput )
{
PS_Input PSInput;
PSInput.position = mul(WORLDVIEWPROJ, float4(VSInput.position, 1));
return PSInput;
}
@@ -0,0 +1,36 @@
#include "ShaderConstantsGNM.h"
struct PS_Input {
float4 position : S_POSITION;
float2 uv : TEXCOORD_0;
float4 color : COLOR;
float4 worldPosition : TEXCOORD_1;
float4 fogColor : FOG_COLOR;
};
float4 main( in PS_Input PSInput ) : S_TARGET_OUTPUT
{
float4 outputColor = TEXTURE_0.Sample(TextureSampler0, PSInput.uv);
outputColor.a *= PSInput.color.a;
float2 uv = PSInput.worldPosition.xz;
float4 occlusionTexture = TEXTURE_1.Sample(TextureSampler1, uv);
// clamp the uvs
if (uv.x >= 0.0f && uv.x <= 1.0f &&
uv.y >= 0.0f && uv.y <= 1.0f &&
PSInput.worldPosition.y < occlusionTexture.a) {
outputColor.a = 0.0f;
}
float mixAmount = saturate((PSInput.worldPosition.y - occlusionTexture.a)*10.0f);
float3 lighting = lerp(occlusionTexture.rgb, PSInput.color.rgb, mixAmount);
outputColor.rgb *= lighting.rgb;
//apply fog
outputColor.rgb = lerp(outputColor.rgb, PSInput.fogColor.rgb, PSInput.fogColor.a);
return outputColor;
}
@@ -0,0 +1,71 @@
#include "ShaderConstantsGNM.h"
struct VS_Input {
float3 position : POSITION;
float2 uv0 : TEXCOORD_0;
float4 color : COLOR;
};
struct PS_Input {
float4 position : S_POSITION;
float2 uv : TEXCOORD_0;
float4 color : COLOR;
float4 worldPosition : TEXCOORD_1;
float4 fogColor : FOG_COLOR;
};
PS_Input main(in VS_Input VSInput)
{
PS_Input PSInput = (PS_Input)0;
float spriteSelector = VSInput.color.x*255.0f;
PSInput.uv = UV_INFO.xy + (VSInput.uv0 * UV_INFO.zw);
PSInput.uv.x += spriteSelector * UV_INFO.z;
float3 position = VSInput.position.xyz;
// subtract the offset then fmod into (0.0f, PARTICLE_BOX)
position.xyz += POSITION_OFFSET.xyz;
position.xyz = fmod(position.xyz, PARTICLE_BOX.xxx);
// centre box on origin
position.xyz -= PARTICLE_BOX.xxx * 0.5f;
// push along view vector so box is positioned more infront of camera
position.xyz += FORWARD.xyz;
// get world position
float4 worldPositionBottom = float4(position.xyz, 1.0f);
float4 worldPositionTop = float4(worldPositionBottom.xyz + (VELOCITY.xyz * SIZE_SCALE.y), 1.0f);
// get projected positions of top and bottom of particle, and top of particle in previous frame
float4 bottom = mul(WORLDVIEWPROJ, worldPositionBottom);
float4 top = mul(WORLDVIEWPROJ, worldPositionTop);
// get 2d vector in screenspace between top and bottom of particle
float2 dir = (top.xy/top.w) - (bottom.xy/bottom.w);
// get 2d vector perpendicular to velocity
float2 dirPerp = normalize(float2(-dir.y, dir.x));
// choose either the top or bottom projected position using uv.y
PSInput.position = lerp(top, bottom, VSInput.uv0.y);
// offset the position of each side of the particle using uv.x
PSInput.position.xy += (0.5f - VSInput.uv0.x) * dirPerp * SIZE_SCALE.x;
// get the final colour including the lighting, distance and length scales, and per instance alpha
PSInput.color = ALPHA;
//fog
PSInput.fogColor.rgb = FOG_COLOR.rgb;
PSInput.fogColor.a = clamp(((PSInput.position.z / RENDER_DISTANCE) - FOG_CONTROL.x) / (FOG_CONTROL.y - FOG_CONTROL.x), 0.0, 1.0);
worldPositionBottom.xz *= 1.0f / 64.0f; // Scale by 1/TextureDimensions to get values between
worldPositionBottom.xz += 0.5f; // Offset so that center of view is in the center of occlusion texture
worldPositionBottom.y += VIEW_POSITION.y - 0.5f;
worldPositionBottom.y *= 1.0f / 255.0f;
PSInput.worldPosition = worldPositionBottom;
return PSInput;
}
@@ -0,0 +1,83 @@
#include "ShaderConstantsGNM.h"
struct PS_Input
{
float4 position : S_POSITION;
#ifndef BYPASS_PIXEL_SHADER
float4 color : COLOR;
float2 uv0 : TEXCOORD_0;
float2 uv1 : TEXCOORD_1;
#endif
#ifdef NEAR_WATER
float cameraDist : TEXCOORD_2;
#endif
#ifdef FOG
float4 fogColor : FOG_COLOR;
#endif
};
float4 main( in PS_Input PSInput ) : S_TARGET_OUTPUT
{
#ifdef BYPASS_PIXEL_SHADER
return float4(0.0f, 0.0f, 0.0f, 0.0f);
#else
#if !defined(TEXEL_AA) || !defined(TEXEL_AA_FEATURE)
float4 diffuse = TEXTURE_0.Sample(TextureSampler0, PSInput.uv0);
#else
float4 diffuse = TEXTURE_0.Sample(TextureSampler0, PSInput.uv0); //TODO support TEXEL_AA
#endif
#ifdef SEASONS_FAR
diffuse.a = 1.0f;
PSInput.color.b = 1.0f;
#endif
#ifdef ALPHA_TEST
//If we know that all the verts in a triangle will have the same alpha, we should cull there first.
#ifdef ALPHA_TO_COVERAGE
float alphaThreshold = .05f;
#else
float alphaThreshold = .5f;
#endif
if(diffuse.a < alphaThreshold)
discard;
#endif
#if !defined(ALWAYS_LIT)
diffuse = diffuse * TEXTURE_1.Sample(TextureSampler1, PSInput.uv1);
#endif
#ifndef SEASONS
#if !defined(ALPHA_TEST) && !defined(BLEND)
diffuse.a = PSInput.color.a;
#elif defined(BLEND)
diffuse.a *= PSInput.color.a;
#ifdef NEAR_WATER
float alphaFadeOut = saturate(PSInput.cameraDist.x);
diffuse.a = lerp(diffuse.a, 1.0f, alphaFadeOut);
#endif
#endif
diffuse.rgb *= PSInput.color.rgb;
#else
float2 uv = PSInput.color.xy;
diffuse.rgb *= lerp(1.0f, TEXTURE_2.Sample(TextureSampler2, uv).rgb*2.0f, PSInput.color.b);
diffuse.rgb *= PSInput.color.aaa;
diffuse.a = 1.0f;
#endif
#ifdef FOG
diffuse.rgb = lerp( diffuse.rgb, PSInput.fogColor.rgb, PSInput.fogColor.a );
#endif
return diffuse;
#endif
}
@@ -0,0 +1,108 @@
#include "ShaderConstantsGNM.h"
struct VS_Input {
float3 position : POSITION;
float4 color : COLOR;
float2 uv0 : TEXCOORD_0;
float2 uv1 : TEXCOORD_1;
};
struct PS_Input {
float4 position : S_POSITION;
#ifndef BYPASS_PIXEL_SHADER
float4 color : COLOR;
float2 uv0 : TEXCOORD_0;
float2 uv1 : TEXCOORD_1;
#endif
#ifdef NEAR_WATER
float cameraDist : TEXCOORD_2;
#endif
#ifdef FOG
float4 fogColor : FOG_COLOR;
#endif
};
static const float rA = 1.0;
static const float rB = 1.0;
static const float3 UNIT_Y = float3(0, 1, 0);
static const float DIST_DESATURATION = 56.0 / 255.0; //WARNING this value is also hardcoded in the water color, don'tchange
PS_Input main(in VS_Input VSInput)
{
PS_Input PSInput = (PS_Input)0;
#ifndef BYPASS_PIXEL_SHADER
PSInput.uv0 = VSInput.uv0;
PSInput.uv1 = VSInput.uv1;
PSInput.color = VSInput.color;
#endif
#ifdef AS_ENTITY_RENDERER
PSInput.position = mul(WORLDVIEWPROJ, float4(VSInput.position, 1));
float3 worldPos = PSInput.position.xyz;
#else
float3 worldPos = (VSInput.position.xyz * CHUNK_ORIGIN_AND_SCALE.w) + CHUNK_ORIGIN_AND_SCALE.xyz;
PSInput.position = mul(WORLDVIEW, float4( worldPos, 1 ));
PSInput.position = mul(PROJ, PSInput.position);
#endif
///// find distance from the camera
#if defined(FOG) || defined(NEAR_WATER)
#ifdef FANCY
float3 relPos = -worldPos;
float cameraDepth = length(relPos);
#ifdef NEAR_WATER
PSInput.cameraDist = cameraDepth / FAR_CHUNKS_DISTANCE;
#endif
#else
float cameraDepth = PSInput.position.z;
#ifdef NEAR_WATER
float3 relPos = -worldPos;
float cameraDist = length(relPos);
PSInput.cameraDist = cameraDist / FAR_CHUNKS_DISTANCE;
#endif
#endif
#endif
///// apply fog
#ifdef FOG
float len = cameraDepth / RENDER_DISTANCE;
#ifdef ALLOW_FADE
len += CURRENT_COLOR.r;
#endif
PSInput.fogColor.rgb = FOG_COLOR.rgb;
PSInput.fogColor.a = clamp((len - FOG_CONTROL.x) / (FOG_CONTROL.y - FOG_CONTROL.x), 0.0, 1.0);
#endif
///// water magic
#ifdef NEAR_WATER
#ifdef FANCY /////enhance water
float F = dot(normalize(relPos), UNIT_Y);
F = 1.0 - max(F, 0.1);
F = 1.0 - lerp(F*F*F*F, 1.0, min(1.0, cameraDepth / FAR_CHUNKS_DISTANCE));
PSInput.color.rg -= float2(float(F * DIST_DESATURATION).xx);
float4 depthColor = float4(PSInput.color.rgb * 0.5, 1.0);
float4 traspColor = float4(PSInput.color.rgb * 0.45, 0.8);
float4 surfColor = float4(PSInput.color.rgb, 1.0);
float4 nearColor = lerp(traspColor, depthColor, PSInput.color.a);
PSInput.color = lerp(surfColor, nearColor, F);
#else
PSInput.color.a = PSInput.position.z / FAR_CHUNKS_DISTANCE + 0.5;
#endif //FANCY
#endif
return PSInput;
}
@@ -0,0 +1,22 @@
#include "ShaderConstantsGNM.h"
struct VS_Input
{
float3 position : POSITION;
};
struct PS_Input
{
float4 position : S_POSITION;
};
PS_Input main( in VS_Input VSInput )
{
PS_Input PSInput;
PSInput.position = mul(WORLDVIEWPROJ, float4(VSInput.position, 1));
//this is to make it come closer to the camera and avoid z-fighting
PSInput.position.z -= 0.0001;
return PSInput;
}
@@ -0,0 +1,15 @@
#include "ShaderConstantsGNM.h"
struct PS_Input
{
float4 position : S_POSITION;
float4 color : COLOR;
};
float4 main( in PS_Input PSInput ) : S_TARGET_OUTPUT
{
float4 PSOutputColor;
PSOutputColor.rgb = lerp(PSInput.color.rgb, CURRENT_COLOR.rgb, PSInput.color.a);
PSOutputColor.a = 1;
return PSOutputColor;
}
@@ -0,0 +1,24 @@
#include "ShaderConstantsGNM.h"
struct VS_Input
{
float3 position : POSITION;
};
struct PS_Input
{
float4 position : S_POSITION;
float4 color : COLOR;
};
PS_Input main( in VS_Input VSInput )
{
PS_Input PSInput = (PS_Input)0;
PSInput.color = CURRENT_COLOR;
PSInput.position = mul(WORLDVIEWPROJ, float4(VSInput.position, 1));
return PSInput;
}
@@ -0,0 +1,24 @@
#include "ShaderConstantsGNM.h"
struct VS_Input
{
float3 position : POSITION;
float4 color : COLOR;
};
struct PS_Input
{
float4 position : S_POSITION;
float4 color : COLOR;
};
PS_Input main( in VS_Input VSInput )
{
PS_Input PSInput = (PS_Input)0;
PSInput.position = mul(WORLDVIEWPROJ, float4(VSInput.position, 1));
PSInput.color = lerp( CURRENT_COLOR, FOG_COLOR, VSInput.color.r );
return PSInput;
}
@@ -0,0 +1,15 @@
#include "ShaderConstantsGNM.h"
struct PS_Input
{
float4 position : S_POSITION;
float4 color : COLOR;
};
float4 main( in PS_Input PSInput ) : S_TARGET_OUTPUT
{
float4 outColor = PSInput.color;
outColor.rgb *= CURRENT_COLOR.rgb * PSInput.color.a;
return outColor;
}
@@ -0,0 +1,29 @@
#include "ShaderConstantsGNM.h"
struct PS_Input
{
float4 position : S_POSITION;
float4 color : COLOR;
float2 uv : TEXCOORD_0;
};
float4 main(in PS_Input PSInput) : S_TARGET_OUTPUT
{
float4 diffuse = TEXTURE_0.Sample(TextureSampler0, PSInput.uv);
#ifdef SMOOTH
const float center = 0.4f;
const float radius = 0.1f;
diffuse = smoothstep(center - radius, center + radius, diffuse);
#endif
#ifdef ALPHA_TEST
if (diffuse.a < 0.5)
{
discard;
}
#endif
return diffuse * PSInput.color * DARKEN;
}
@@ -0,0 +1,24 @@
#include "ShaderConstantsGNM.h"
struct PS_Input
{
float4 position : S_POSITION;
float2 uv : TEXCOORD_0;
float2 uv1 : TEXCOORD_1;
};
float4 main(in PS_Input PSInput) : S_TARGET_OUTPUT
{
float4 color = TEXTURE_0.Sample(TextureSampler0, PSInput.uv);
float4 color1 = TEXTURE_0.Sample(TextureSampler0, PSInput.uv1);
if (color.a < 0.01f)
{
color = color1;
}
else if (color.b > 0.01f) {
color = lerp(color, color1, CURRENT_COLOR.a);
}
return color;
}
@@ -0,0 +1,26 @@
#include "ShaderConstantsGNM.h"
struct PS_Input
{
float4 position : S_POSITION;
float2 uv : TEXCOORD_0;
};
float4 main(in PS_Input PSInput) : S_TARGET_OUTPUT
{
#if !defined(TEXEL_AA) || !defined(TEXEL_AA_FEATURE)
float4 diffuse = TEXTURE_0.Sample(TextureSampler0, PSInput.uv);
#else
float4 diffuse = TEXTURE_0.Sample(TextureSampler0, PSInput.uv); //TODO support TEXEL_AA
#endif
#ifdef ALPHA_TEST
if( diffuse.a < 0.5 )
{
discard;
}
#endif
return CURRENT_COLOR * diffuse;
}
@@ -0,0 +1,19 @@
#include "ShaderConstantsGNM.h"
struct PS_Input
{
float4 position : S_POSITION;
float2 uv : TEXCOORD_0;
};
float4 main( in PS_Input PSInput ) : S_TARGET_OUTPUT
{
float4 diffuse = TEXTURE_0.Sample( TextureSampler0, PSInput.uv );
if( diffuse.a < 0.5 )
{
discard;
}
return CURRENT_COLOR;
}
@@ -0,0 +1,25 @@
#include "ShaderConstantsGNM.h"
struct PS_Input
{
float4 position : S_POSITION;
float2 uv : TEXCOORD_0;
};
float4 main( in PS_Input PSInput ) : S_TARGET_OUTPUT
{
float4 outColor = TEXTURE_0.Sample(TextureSampler0, PSInput.uv);
#ifdef ALPHA_TEST
if( outColor.a < 0.5 )
{
discard;
}
#endif
#ifdef NO_ALPHA
outColor.a = 1.f;
#endif
return outColor;
}
@@ -0,0 +1,26 @@
#include "ShaderConstantsGNM.h"
struct PS_Input
{
float4 position : S_POSITION;
float2 uv : TEXCOORD_0;
};
float4 main(in PS_Input PSInput) : S_TARGET_OUTPUT
{
#if !defined(TEXEL_AA) || !defined(TEXEL_AA_FEATURE)
float4 diffuse = TEXTURE_0.Sample(TextureSampler0, PSInput.uv);
#else
float4 diffuse = texture2D_AA(TEXTURE_0, TextureSampler0, PSInput.uv);
#endif
#ifdef ALPHA_TEST
if( diffuse.a < 0.0625 )
{
discard;
}
#endif
return diffuse;
}
@@ -0,0 +1,12 @@
#include "ShaderConstantsGNM.h"
struct PS_Input
{
float4 position : S_POSITION;
float2 uv : TEXCOORD_0;
};
float4 main( in PS_Input PSInput ) : S_TARGET_OUTPUT
{
return float4( PSInput.uv.xy, 0, 1 );
}
@@ -0,0 +1,28 @@
#include "ShaderConstantsGNM.h"
struct VS_Input {
float3 position : POSITION;
float2 uv : TEXCOORD_0;
};
struct PS_Input {
float4 position : S_POSITION;
float2 uv : TEXCOORD_0;
float2 uv1 : TEXCOORD_1;
};
PS_Input main(in VS_Input VSInput)
{
PS_Input PSInput = (PS_Input)0;
PSInput.uv = VSInput.uv;
PSInput.uv.y += V_OFFSET;
PSInput.uv1 = VSInput.uv;
PSInput.uv1.y += V_BLEND_OFFSET;
PSInput.position = mul(WORLDVIEWPROJ, float4(VSInput.position, 1));
return PSInput;
}
@@ -0,0 +1,28 @@
#include "ShaderConstantsGNM.h"
struct VS_Input
{
float3 position : POSITION;
float2 uv : TEXCOORD_0;
float2 uv1 : TEXCOORD_1;
};
struct PS_Input
{
float4 position : S_POSITION;
float2 uv : TEXCOORD_0;
float2 uv1 : TEXCOORD_1;
};
PS_Input main(in VS_Input VSInput)
{
PS_Input PSInput = (PS_Input)0;
PSInput.uv = VSInput.uv;
PSInput.uv1 = VSInput.uv1;
PSInput.position = mul(WORLDVIEWPROJ, float4(VSInput.position, 1));
return PSInput;
}
@@ -0,0 +1,25 @@
#include "ShaderConstantsGNM.h"
struct VS_Input
{
float3 position : POSITION;
float2 uv : TEXCOORD_0;
};
struct PS_Input
{
float4 position : S_POSITION;
float2 uv : TEXCOORD_0;
};
PS_Input main(in VS_Input VSInput)
{
PS_Input PSInput = (PS_Input)0;
float4 transformedUV = mul(UV_TRANSFORM, float4(VSInput.uv, 0, 1));
PSInput.uv = transformedUV.xy;
PSInput.position = mul(WORLDVIEWPROJ, float4(VSInput.position, 1));
return PSInput;
}
@@ -0,0 +1,25 @@
#include "ShaderConstantsGNM.h"
struct VS_Input
{
float3 position : POSITION;
float2 uv : TEXCOORD_0;
};
struct PS_Input
{
float4 position : S_POSITION;
float2 uv : TEXCOORD_0;
};
PS_Input main( in VS_Input VSInput )
{
PS_Input PSInput = (PS_Input)0;
PSInput.uv = VSInput.uv * GLINT_UV_SCALE.xy;
PSInput.position = mul(WORLDVIEWPROJ, float4(VSInput.position, 1));
return PSInput;
}
@@ -0,0 +1,26 @@
#include "ShaderConstantsGNM.h"
struct VS_Input
{
float3 position : POSITION;
float2 uv : TEXCOORD_0;
};
struct PS_Input
{
float4 position : S_POSITION;
float2 uv : TEXCOORD_0;
};
PS_Input main( in VS_Input VSInput )
{
PS_Input PSInput = (PS_Input)0;
PSInput.uv = VSInput.uv;
float4 pos = mul(WORLDVIEW, float4(VSInput.position, 1));
PSInput.position = mul(PROJ, pos);
return PSInput;
}
@@ -0,0 +1,22 @@
#include "ShaderConstantsGNM.h"
struct VS_Input
{
float3 position : POSITION;
float2 uv : TEXCOORD_0;
};
struct PS_Input
{
float4 position : S_POSITION;
float2 uv : TEXCOORD_0;
};
PS_Input main( in VS_Input VSInput )
{
PS_Input PSInput = (PS_Input)0;
PSInput.uv = VSInput.uv;
PSInput.position = mul(WORLDVIEWPROJ, float4(VSInput.position, 1));
return PSInput;
}
@@ -0,0 +1,22 @@
#include "ShaderConstantsGNM.h"
struct VS_Input
{
float3 position : POSITION;
float2 uv : TEXCOORD_0;
};
struct PS_Input
{
float4 position : S_POSITION;
float2 uv : TEXCOORD_0;
};
PS_Input main( in VS_Input VSInput )
{
PS_Input PSInput = (PS_Input)0;
PSInput.uv = VSInput.uv;
PSInput.position = mul(WORLDVIEWPROJ, float4(VSInput.position, 1));
return PSInput;
}
@@ -0,0 +1,21 @@
#include "ShaderConstantsGNM.h"
struct PS_Input {
float4 position : S_POSITION;
float4 color : COLOR;
float2 uv0 : TEXCOORD_0;
float2 uv1 : TEXCOORD_1;
};
float4 main(in PS_Input PSInput)
{
float4 diffuse = TEXTURE_0.Sample(TextureSampler0, PSInput.uv0) * TEXTURE_1.Sample(TextureSampler1, PSInput.uv1);
#ifdef ALPHA_TEST
if(diffuse.a < 0.5)
discard;
#endif
diffuse *= PSInput.color;
return diffuse;
}
@@ -0,0 +1,29 @@
#include "ShaderConstantsGNM.h"
struct VS_Input {
float3 position : POSITION;
float4 color : COLOR;
float2 uv0 : TEXCOORD_0;
float2 uv1 : TEXCOORD_1;
};
struct PS_Input {
float4 position : S_POSITION;
float4 color : COLOR;
float2 uv0 : TEXCOORD_0;
float2 uv1 : TEXCOORD_1;
};
PS_Input main(in VS_Input VSInput)
{
PS_Input PSInput = (PS_Input)0;
PSInput.position = mul(WORLDVIEWPROJ, float4(VSInput.position, 1));
PSInput.color = VSInput.color;
PSInput.uv0.x = VSInput.uv0.x*2.0f;
PSInput.uv0.y = VSInput.uv0.y*10.0f;
PSInput.uv1 = VSInput.uv1;
return PSInput;
}