Shader: Add support for compound operators

This commit is contained in:
Jérôme Leclercq
2021-09-24 15:39:03 +02:00
parent 601ed047ba
commit 0442db1c53
15 changed files with 350 additions and 234 deletions

View File

@@ -66,16 +66,13 @@ fn main(input: FragIn) -> FragOut
let diffuseColor = settings.DiffuseColor;
const if (HasUV)
//TODO: diffuseColor *= TextureOverlay.Sample(input.uv);
diffuseColor = diffuseColor * TextureOverlay.Sample(input.uv);
diffuseColor *= TextureOverlay.Sample(input.uv);
const if (HasVertexColor)
//TODO: diffuseColor *= input.color;
diffuseColor = diffuseColor * input.color;
diffuseColor *= input.color;
const if (HasDiffuseTexture)
// TODO: diffuseColor *= MaterialDiffuseMap.Sample(input.uv)
diffuseColor = diffuseColor * MaterialDiffuseMap.Sample(input.uv);
diffuseColor *= MaterialDiffuseMap.Sample(input.uv);
const if (HasAlphaTexture)
// TODO: diffuseColor.w *= MaterialAlphaMap.Sample(input.uv)).x

View File

@@ -54,16 +54,13 @@ fn main(input: FragIn)
let alpha = settings.DiffuseColor.a;
const if (HasUV)
//TODO: diffuseColor *= TextureOverlay.Sample(input.uv);
alpha = alpha * TextureOverlay.Sample(input.uv).a;
alpha *= TextureOverlay.Sample(input.uv).a;
const if (HasDiffuseTexture)
// TODO: alpha *= MaterialDiffuseMap.Sample(input.uv).a;
alpha = alpha * MaterialDiffuseMap.Sample(input.uv).a;
alpha *= MaterialDiffuseMap.Sample(input.uv).a;
const if (HasAlphaTexture)
// TODO: alpha *= MaterialAlphaMap.Sample(input.uv).x
alpha = alpha * MaterialAlphaMap.Sample(input.uv).x;
alpha *= MaterialAlphaMap.Sample(input.uv).x;
if (alpha < settings.AlphaThreshold)
discard;