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-rw-r--r--port/shaders/metal/default.shader.metal295
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diff --git a/port/shaders/metal/default.shader.metal b/port/shaders/metal/default.shader.metal
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+++ b/port/shaders/metal/default.shader.metal
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+@prism(type='metal', name='Fast3D Metal Shader', version='1.0.0', description='Ported shader to prism', author='Emill & Prism Team')
+
+#include <metal_stdlib>
+using namespace metal;
+
+// BEGIN VERTEX SHADER
+struct FrameUniforms {
+ int frameCount;
+ float noiseScale;
+};
+
+struct Vertex {
+ float4 position [[attribute(@{get_vertex_index()})]];
+ @{update_floats(4)}
+ @for(i in 0..2)
+ @if(o_textures[i])
+ float2 texCoord@{i} [[attribute(@{get_vertex_index()})]];
+ @{update_floats(2)}
+ @for(j in 0..2)
+ @if(o_clamp[i][j])
+ @if(j == 0)
+ float texClampS@{i} [[attribute(@{get_vertex_index()})]];
+ @else
+ float texClampT@{i} [[attribute(@{get_vertex_index()})]];
+ @end
+ @{update_floats(1)}
+ @end
+ @end
+ @end
+ @end
+ @if(o_fog)
+ float4 fog [[attribute(@{get_vertex_index()})]];
+ @{update_floats(4)}
+ @end
+ @if(o_grayscale)
+ float4 grayscale [[attribute(@{get_vertex_index()})]];
+ @{update_floats(4)}
+ @end
+ @for(i in 0..o_inputs)
+ @if(o_alpha)
+ float4 input@{i + 1} [[attribute(@{get_vertex_index()})]];
+ @{update_floats(4)}
+ @else
+ float3 input@{i + 1} [[attribute(@{get_vertex_index()})]];
+ @{update_floats(3)}
+ @end
+ @end
+};
+
+struct ProjectedVertex {
+ @for(i in 0..2)
+ @if(o_textures[i])
+ float2 texCoord@{i};
+ @for(j in 0..2)
+ @if(o_clamp[i][j])
+ @if(j == 0)
+ float texClampS@{i};
+ @else
+ float texClampT@{i};
+ @end
+ @end
+ @end
+ @end
+ @end
+ @if(o_fog)
+ float4 fog;
+ @end
+ @if(o_grayscale)
+ float4 grayscale;
+ @end
+ @for(i in 0..o_inputs)
+ @if(o_alpha)
+ float4 input@{i + 1};
+ @else
+ float3 input@{i + 1};
+ @end
+ @end
+ float4 position [[position]];
+};
+
+vertex ProjectedVertex vertexShader(Vertex in [[stage_in]]) {
+ ProjectedVertex out;
+ @for(i in 0..2)
+ @if(o_textures[i])
+ out.texCoord@{i} = in.texCoord@{i};
+ @for(j in 0..2)
+ @if(o_clamp[i][j])
+ @if(j == 0)
+ out.texClampS@{i} = in.texClampS@{i};
+ @else
+ out.texClampT@{i} = in.texClampT@{i};
+ @end
+ @end
+ @end
+ @end
+ @end
+ @if(o_fog)
+ out.fog = in.fog;
+ @end
+ @if(o_grayscale)
+ out.grayscale = in.grayscale;
+ @end
+ @for(i in 0..o_inputs)
+ out.input@{i + 1} = in.input@{i + 1};
+ @end
+ out.position = in.position;
+ return out;
+}
+// END - BEGIN FRAGMENT SHADER
+
+float mod(float x, float y) {
+ return float(x - y * floor(x / y));
+}
+
+float3 mod(float3 a, float3 b) {
+ return float3(a.x - b.x * floor(a.x / b.x), a.y - b.y * floor(a.y / b.y), a.z - b.z * floor(a.z / b.z));
+}
+
+float4 mod(float4 a, float4 b) {
+ return float4(a.x - b.x * floor(a.x / b.x), a.y - b.y * floor(a.y / b.y), a.z - b.z * floor(a.z / b.z), a.w - b.w * floor(a.w / b.w));
+}
+
+#define WRAP(x, low, high) mod((x)-(low), (high)-(low)) + (low)
+#define TEX_OFFSET(tex, texSmplr, texCoord, off, texSize) tex.sample(texSmplr, texCoord - off / texSize)
+
+@if(o_three_point_filtering)
+ float4 filter3point(thread const texture2d<float> tex, thread const sampler texSmplr, thread const float2& texCoord, thread const float2& texSize) {
+ float2 offset = fract((texCoord * texSize) - float2(0.5));
+ offset -= float2(step(1.0, offset.x + offset.y));
+ float4 c0 = TEX_OFFSET(tex, texSmplr, texCoord, offset, texSize);
+ float4 c1 = TEX_OFFSET(tex, texSmplr, texCoord, float2(offset.x - sign(offset.x), offset.y), texSize);
+ float4 c2 = TEX_OFFSET(tex, texSmplr, texCoord, float2(offset.x, offset.y - sign(offset.y)), texSize);
+ return c0 + abs(offset.x) * (c1 - c0) + abs(offset.y) * (c2 - c0);
+ }
+
+ float4 hookTexture2D(thread const texture2d<float> tex, thread const sampler texSmplr, thread const float2& uv, thread const float2& texSize) {
+ return filter3point(tex, texSmplr, uv, texSize);
+ }
+@else
+ float4 hookTexture2D(thread const texture2d<float> tex, thread const sampler texSmplr, thread const float2& uv, thread const float2& texSize) {
+ return tex.sample(texSmplr, uv);
+ }
+@end
+
+float random(float3 value) {
+ float random = dot(sin(value), float3(12.9898, 78.233, 37.719));
+ return fract(sin(random) * 143758.5453);
+}
+
+float4 fromLinear(float4 linearRGB) {
+ float3 threshold = float3(0.0031308);
+ float3 gamma = float3(1.0 / 2.4);
+ float3 scale = float3(12.92);
+ float3 offset = float3(1.055);
+ float3 subtract = float3(0.055);
+ float3 higher = offset * fast::pow(linearRGB.xyz, gamma) - subtract;
+ float3 lower = linearRGB.xyz * scale;
+ return float4(select(higher, lower, linearRGB.xyz < threshold), linearRGB.w);
+}
+
+fragment float4 fragmentShader(ProjectedVertex in [[stage_in]], constant FrameUniforms &frameUniforms [[buffer(0)]]
+@if(o_textures[0])
+ , texture2d<float> uTex0 [[texture(0)]], sampler uTex0Smplr [[sampler(0)]]
+@end
+@if(o_textures[1])
+ , texture2d<float> uTex1 [[texture(1)]], sampler uTex1Smplr [[sampler(1)]]
+@end
+@if(o_masks[0])
+ , texture2d<float> uTexMask0 [[texture(2)]]
+@end
+@if(o_masks[1])
+ , texture2d<float> uTexMask1 [[texture(3)]]
+@end
+@if(o_blend[0])
+ , texture2d<float> uTexBlend0 [[texture(4)]]
+@end
+@if(o_blend[1])
+ , texture2d<float> uTexBlend1 [[texture(5)]]
+@end
+) {
+ @for(i in 0..2)
+ @if(o_textures[i])
+ @{s = o_clamp[i][0]}
+ @{t = o_clamp[i][1]}
+ float2 texSize@{i} = float2(uTex@{i}.get_width(), uTex@{i}.get_height());
+ @if(!s && !t)
+ float2 vTexCoordAdj@{i} = in.texCoord@{i};
+ @else
+ @if(s && t)
+ float2 vTexCoordAdj@{i} = fast::clamp(in.texCoord@{i}, float2(0.5) / texSize@{i}, float2(in.texClampS@{i}, in.texClampT@{i}));
+ @elseif(s)
+ float2 vTexCoordAdj@{i} = float2(fast::clamp(in.texCoord@{i}.x, 0.5 / texSize@{i}.x, in.texClampS@{i}), in.texCoord@{i}.y);
+ @else
+ float2 vTexCoordAdj@{i} = float2(in.texCoord@{i}.x, fast::clamp(in.texCoord@{i}.y, 0.5 / texSize@{i}.y, in.texClampT@{i}));
+ @end
+ @end
+
+ float4 texVal@{i} = hookTexture2D(uTex@{i}, uTex@{i}Smplr, vTexCoordAdj@{i}, texSize@{i});
+
+ @if(o_masks[i])
+ float2 maskSize@{i} = float2(uTexMask@{i}.get_width(), uTexMask@{i}.get_height());
+ float4 maskVal@{i} = hookTexture2D(uTexMask@{i}, uTex@{i}Smplr, vTexCoordAdj@{i}, maskSize@{i});
+ @if(o_blend[i])
+ float4 blendVal@{i} = hookTexture2D(uTexBlend@{i}, uTex@{i}Smplr, vTexCoordAdj@{i}, texSize@{i});
+ @else
+ float4 blendVal@{i} = float4(0, 0, 0, 0);
+ @end
+
+ texVal@{i} = mix(texVal@{i}, blendVal@{i}, maskVal@{i}.w);
+ @end
+ @end
+ @end
+
+ @if(o_alpha)
+ float4 texel;
+ @else
+ float3 texel;
+ @end
+
+ @if(o_2cyc)
+ @{f_range = 2}
+ @else
+ @{f_range = 1}
+ @end
+
+ @for(c in 0..f_range)
+ @if(c == 1)
+ @if(o_alpha)
+ @if(o_c[c][1][2] == SHADER_COMBINED)
+ texel.w = WRAP(texel.w, -1.01, 1.01);
+ @else
+ texel.w = WRAP(texel.w, -0.51, 1.51);
+ @end
+ @end
+
+ @if(o_c[c][0][2] == SHADER_COMBINED)
+ texel.xyz = WRAP(texel.xyz, -1.01, 1.01);
+ @else
+ texel.xyz = WRAP(texel.xyz, -0.51, 1.51);
+ @end
+ @end
+
+ @if(!o_color_alpha_same[c] && o_alpha)
+ texel = float4(@{
+ append_formula(o_c[c], o_do_single[c][0],
+ o_do_multiply[c][0], o_do_mix[c][0], false, false, true, c == 0)
+ }, @{append_formula(o_c[c], o_do_single[c][1],
+ o_do_multiply[c][1], o_do_mix[c][1], true, true, true, c == 0)
+ });
+ @else
+ texel = @{append_formula(o_c[c], o_do_single[c][0],
+ o_do_multiply[c][0], o_do_mix[c][0], o_alpha, false,
+ o_alpha, c == 0)};
+ @end
+ @end
+
+ @if(o_texture_edge && o_alpha)
+ if (texel.w > 0.19) texel.w = 1.0; else discard_fragment();
+ @end
+
+ texel = WRAP(texel, -0.51, 1.51);
+ texel = clamp(texel, 0.0, 1.0);
+ // TODO discard if alpha is 0?
+
+ @if(o_fog)
+ @if(o_alpha)
+ texel = float4(mix(texel.xyz, in.fog.xyz, in.fog.w), texel.w);
+ @else
+ texel = mix(texel, in.fog.xyz, in.fog.w);
+ @end
+ @end
+
+ @if(o_grayscale)
+ float intensity = (texel.x + texel.y + texel.z) / 3.0;
+ float3 new_texel = in.grayscale.xyz * intensity;
+ texel.xyz = mix(texel.xyz, new_texel, in.grayscale.w);
+ @end
+
+ @if(o_alpha && o_noise)
+ float2 coords = screenSpace.xy * noise_scale;
+ texel.w *= round(saturate(random(float3(floor(coords), noise_frame)) + texel.w - 0.5));
+ @end
+
+ @if(o_alpha)
+ @if(o_alpha_threshold)
+ if (texel.w < 8.0 / 256.0) discard_fragment();
+ @end
+ @if(o_invisible)
+ texel.w = 0.0;
+ @end
+ return fromLinear(texel);
+ @else
+ return fromLinear(float4(texel, 1.0));
+ @end
+} \ No newline at end of file