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VideoCommon: allow custom shaders to set the alpha value for use when blending is enabled
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@ -1315,6 +1315,23 @@ ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& hos
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WriteFog(out, uid_data);
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for (std::size_t i = 0; i < custom_details.shaders.size(); i++)
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{
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const auto& shader_details = custom_details.shaders[i];
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if (!shader_details.custom_shader.empty())
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{
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out.Write("\t{{\n");
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out.Write("\t\tcustom_data.final_color = float4(prev.r / 255.0, prev.g / 255.0, prev.b "
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"/ 255.0, prev.a / 255.0);\n");
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out.Write("\t\tCustomShaderOutput custom_output = {}_{}(custom_data);\n",
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CUSTOM_PIXELSHADER_COLOR_FUNC, i);
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out.Write("\t\tprev = int4(custom_output.main_rt.r * 255, custom_output.main_rt.g * 255, "
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"custom_output.main_rt.b * 255, custom_output.main_rt.a * 255);\n");
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out.Write("\t}}\n\n");
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}
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}
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if (uid_data->logic_op_enable)
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WriteLogicOp(out, uid_data);
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else if (uid_data->emulate_logic_op_with_blend)
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@ -1325,31 +1342,6 @@ ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& hos
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const bool use_dual_source = !uid_data->no_dual_src || uid_data->blend_enable;
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WriteColor(out, api_type, uid_data, use_dual_source);
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for (std::size_t i = 0; i < custom_details.shaders.size(); i++)
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{
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const auto& shader_details = custom_details.shaders[i];
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if (!shader_details.custom_shader.empty())
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{
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out.Write("\t{{\n");
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if (uid_data->uint_output)
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{
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out.Write("\t\tcustom_data.final_color = float4(ocol0.x / 255.0, ocol0.y / 255.0, ocol0.z "
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"/ 255.0, ocol0.w / 255.0);\n");
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out.Write("\t\tfloat3 custom_output = {}_{}(custom_data).xyz;\n",
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CUSTOM_PIXELSHADER_COLOR_FUNC, i);
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out.Write("\t\tocol0.xyz = uint3(custom_output.x * 255, custom_output.y * 255, "
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"custom_output.z * 255);\n");
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}
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else
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{
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out.Write("\t\tcustom_data.final_color = ocol0;\n");
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out.Write("\t\tocol0.xyz = {}_{}(custom_data).xyz;\n", CUSTOM_PIXELSHADER_COLOR_FUNC, i);
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}
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out.Write("\t}}\n\n");
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}
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}
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if (uid_data->blend_enable)
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WriteBlend(out, uid_data);
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else if (use_framebuffer_fetch)
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@ -379,6 +379,11 @@ void WriteCustomShaderStructDef(ShaderCode* out, u32 numtexgens)
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out->Write("const uint CUSTOM_SHADER_LIGHTING_ATTENUATION_TYPE_SPOT = {}u;\n",
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static_cast<u32>(AttenuationFunc::Spot));
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out->Write("struct CustomShaderOutput\n");
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out->Write("{{\n");
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out->Write("\tfloat4 main_rt;\n");
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out->Write("}};\n\n");
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out->Write("struct CustomShaderLightData\n");
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out->Write("{{\n");
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out->Write("\tfloat3 position;\n");
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@ -1506,6 +1506,24 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
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" }}\n"
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"\n");
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for (std::size_t i = 0; i < custom_details.shaders.size(); i++)
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{
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const auto& shader_details = custom_details.shaders[i];
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if (!shader_details.custom_shader.empty())
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{
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out.Write("\t{{\n");
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out.Write("\t\tcustom_data.final_color = float4(TevResult.r / 255.0, TevResult.g / 255.0, "
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"TevResult.b / 255.0, TevResult.a / 255.0);\n");
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out.Write("\t\tCustomShaderOutput custom_output = {}_{}(custom_data);\n",
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CUSTOM_PIXELSHADER_COLOR_FUNC, i);
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out.Write(
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"\t\tTevResult = int4(custom_output.main_rt.r * 255, custom_output.main_rt.g * 255, "
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"custom_output.main_rt.b * 255, custom_output.main_rt.a * 255);\n");
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out.Write("\t}}\n\n");
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}
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}
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if (use_framebuffer_fetch)
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{
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static constexpr std::array<const char*, 16> logic_op_mode{
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@ -1594,31 +1612,6 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
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}
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}
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for (std::size_t i = 0; i < custom_details.shaders.size(); i++)
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{
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const auto& shader_details = custom_details.shaders[i];
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if (!shader_details.custom_shader.empty())
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{
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out.Write("\t{{\n");
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if (uid_data->uint_output)
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{
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out.Write("\t\tcustom_data.final_color = float4(ocol0.x / 255.0, ocol0.y / 255.0, ocol0.z "
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"/ 255.0, ocol0.w / 255.0);\n");
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out.Write("\t\tfloat3 custom_output = {}_{}(custom_data).xyz;\n",
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CUSTOM_PIXELSHADER_COLOR_FUNC, i);
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out.Write("\t\tocol0.xyz = uint3(custom_output.x * 255, custom_output.y * 255, "
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"custom_output.z * 255);\n");
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}
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else
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{
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out.Write("\t\tcustom_data.final_color = ocol0;\n");
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out.Write("\t\tocol0.xyz = {}_{}(custom_data).xyz;\n", CUSTOM_PIXELSHADER_COLOR_FUNC, i);
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}
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out.Write("\t}}\n\n");
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}
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}
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if (bounding_box)
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{
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out.Write(" if (bpmem_bounding_box) {{\n"
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@ -84,28 +84,34 @@ A full example is given below:
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The shaders are written in GLSL and converted to the target shader that the backend uses internally. The user is expected to provide an entrypoint with the following signature:
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```
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vec4 custom_main( in CustomShaderData data )
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CustomShaderOutput custom_main( in CustomShaderData data )
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```
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`CustomShaderOutput` is used to denote the final output that Dolphin will process and is what is returned by the function. It has the following structure:
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|Name | Type | Since | Description |
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|-------------------------|-------------------------|-------|-------------------------------------------------------------------------------------------------|
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|``main_rt`` | vec4 | v1 | The main render target's output color |
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`CustomShaderData` encompasses all the data that Dolphin will pass to the user (in addition to the `samp` variable outlined above which is how textures are accessed). It has the following structure:
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|Name | Type | Since | Description |
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|-----------------------------|-------------------------|-------|-----------------------------------------------------------------------------------------------|
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|``position`` | vec3 | v1 | The position of this pixel in _view space_ |
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|``normal`` | vec3 | v1 | The normal of this pixel in _view space_ |
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|``texcoord`` | vec3[] | v1 | An array of texture coordinates, the amount available is specified by ``texcoord_count`` |
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|``texcoord_count`` | uint | v1 | The count of texture coordinates |
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|``texmap_to_texcoord_index`` | uint[] | v1 | An array of texture units to texture coordinate values |
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|``lights_chan0_color`` | CustomShaderLightData[] | v1 | An array of color lights for channel 0, the amount is specified by ``light_chan0_color_count``|
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|``lights_chan0_alpha`` | CustomShaderLightData[] | v1 | An array of alpha lights for channel 0, the amount is specified by ``light_chan0_alpha_count``|
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|``lights_chan1_color`` | CustomShaderLightData[] | v1 | An array of color lights for channel 1, the amount is specified by ``light_chan1_color_count``|
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|``lights_chan1_alpha`` | CustomShaderLightData[] | v1 | An array of alpha lights for channel 1, the amount is specified by ``light_chan1_alpha_count``|
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|``ambient_lighting`` | vec4[] | v1 | An array of ambient lighting values. Count is two, one for each color channel |
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|``base_material`` | vec4[] | v1 | An array of the base material values. Count is two, one for each color channel |
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|``tev_stages`` | CustomShaderTevStage[] | v1 | An array of TEV stages, the amount is specified by ``tev_stage_count`` |
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|``tev_stage_count`` | uint | v1 | The count of TEV stages |
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|``final_color`` | vec4 | v1 | The final color generated by Dolphin after all TEV stages are executed |
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|``time_ms`` | uint | v1 | The time that has passed in milliseconds, since the game was started. Useful for animating |
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|Name | Type | Since | Description |
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|-----------------------------|-------------------------|-------|----------------------------------------------------------------------------------------------------------------------|
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|``position`` | vec3 | v1 | The position of this pixel in _view space_ |
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|``normal`` | vec3 | v1 | The normal of this pixel in _view space_ |
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|``texcoord`` | vec3[] | v1 | An array of texture coordinates, the amount available is specified by ``texcoord_count`` |
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|``texcoord_count`` | uint | v1 | The count of texture coordinates |
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|``texmap_to_texcoord_index`` | uint[] | v1 | An array of texture units to texture coordinate values |
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|``lights_chan0_color`` | CustomShaderLightData[] | v1 | An array of color lights for channel 0, the amount is specified by ``light_chan0_color_count`` |
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|``lights_chan0_alpha`` | CustomShaderLightData[] | v1 | An array of alpha lights for channel 0, the amount is specified by ``light_chan0_alpha_count`` |
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|``lights_chan1_color`` | CustomShaderLightData[] | v1 | An array of color lights for channel 1, the amount is specified by ``light_chan1_color_count`` |
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|``lights_chan1_alpha`` | CustomShaderLightData[] | v1 | An array of alpha lights for channel 1, the amount is specified by ``light_chan1_alpha_count`` |
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|``ambient_lighting`` | vec4[] | v1 | An array of ambient lighting values. Count is two, one for each color channel |
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|``base_material`` | vec4[] | v1 | An array of the base material values. Count is two, one for each color channel |
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|``tev_stages`` | CustomShaderTevStage[] | v1 | An array of TEV stages, the amount is specified by ``tev_stage_count`` |
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|``tev_stage_count`` | uint | v1 | The count of TEV stages |
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|``final_color`` | vec4 | v1 | The final color generated by Dolphin after all TEV stages are executed |
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|``time_ms`` | uint | v1 | The time that has passed in milliseconds, since the game was started. Useful for animating |
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`CustomShaderLightData` is used to denote lighting data the game is applying when rendering the specific draw call. It has the following structure:
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@ -172,9 +178,11 @@ Below are a handful of examples.
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The following shader displays the color red on the screen:
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```glsl
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vec4 custom_main( in CustomShaderData data )
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CustomShaderOutput custom_main( in CustomShaderData data )
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{
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return vec4(1.0, 0.0, 0.0, 1.0);
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CustomShaderOutput custom_output;
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custom_output.main_rt = vec4(1.0, 0.0, 0.0, 1.0);
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return custom_output;
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}
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```
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@ -183,9 +191,11 @@ vec4 custom_main( in CustomShaderData data )
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The following shader displays the normal on the screen:
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```glsl
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vec4 custom_main( in CustomShaderData data )
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CustomShaderOutput custom_main( in CustomShaderData data )
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{
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return vec4(data.normal * 0.5 + 0.5, 1);
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CustomShaderOutput custom_output;
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custom_output.main_rt = vec4(data.normal * 0.5 + 0.5, 1);
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return custom_output;
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}
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```
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@ -194,9 +204,11 @@ vec4 custom_main( in CustomShaderData data )
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The following shader displays the contents of the texture denoted in the shader asset as `MY_TEX` with the first texture coordinate data:
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```glsl
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vec4 custom_main( in CustomShaderData data )
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CustomShaderOutput custom_main( in CustomShaderData data )
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{
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return texture(samp_MY_TEX, TEX_COORD0);
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CustomShaderOutput custom_output;
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custom_output.main_rt = texture(samp_MY_TEX, TEX_COORD0);
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return custom_output;
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}
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```
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@ -205,7 +217,7 @@ vec4 custom_main( in CustomShaderData data )
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The following shader would display the contents of the first texture the game uses, ignoring any other operations. If no stages are available or none exist with a texture it would use the final color of all the staging operations:
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```glsl
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vec4 custom_main( in CustomShaderData data )
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CustomShaderOutput custom_main( in CustomShaderData data )
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{
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vec4 final_color = data.final_color;
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uint texture_set = 0;
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@ -222,7 +234,9 @@ vec4 custom_main( in CustomShaderData data )
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}
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}
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return final_color;
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CustomShaderOutput custom_output;
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custom_output.main_rt = final_color;
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return custom_output;
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}
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```
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@ -231,7 +245,7 @@ vec4 custom_main( in CustomShaderData data )
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The following shader would apply the lighting for any point lights used during the draw for channel 0's color lights, using blue as a base color:
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```glsl
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vec4 custom_main( in CustomShaderData data )
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CustomShaderOutput custom_main( in CustomShaderData data )
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{
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float total_diffuse = 0;
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for (int i = 0; i < data.light_chan0_color_count; i++)
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@ -246,6 +260,9 @@ vec4 custom_main( in CustomShaderData data )
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total_diffuse += attn * max(0.0, dot(normal, light_dir));
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}
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}
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return vec4(total_diffuse * vec3(0, 0, 1), 1);
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CustomShaderOutput custom_output;
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custom_output.main_rt = vec4(total_diffuse * vec3(0, 0, 1), 1);
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return custom_output;
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}
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```
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