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Merge pull request #53 from bluesky013/dev_editor
Merge from Dev editor.
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@@ -13,3 +13,5 @@ | |
/assets/shaders/output/ | ||
/build_release/ | ||
/active_project | ||
/test/assets/assets.db | ||
/test/products/ |
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@@ -1,5 +1,6 @@ | ||
{ | ||
"techniques": [ | ||
"techniques/standard_forward.tech" | ||
"techniques/standard_forward.tech", | ||
"techniques/depth.tech" | ||
] | ||
} |
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@@ -1,9 +1,9 @@ | ||
float Random(float2 co) | ||
{ | ||
float a = 12.9898; | ||
float b = 78.233; | ||
float c = 43758.5453; | ||
float dt= dot(co.xy ,float2(a,b)); | ||
float sn= fmod(dt,3.14); | ||
return frac(sin(sn) * c); | ||
float a = 12.9898; | ||
float b = 78.233; | ||
float c = 43758.5453; | ||
float dt= dot(co.xy ,float2(a,b)); | ||
float sn= fmod(dt,3.14); | ||
return frac(sin(sn) * c); | ||
} |
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@@ -0,0 +1,36 @@ | ||
struct VSInput | ||
{ | ||
float4 Pos : POSITION; | ||
float4 Color : COLOR; | ||
}; | ||
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struct VSOutput | ||
{ | ||
float4 Pos : SV_POSITION; | ||
float4 Color : COLOR; | ||
}; | ||
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#include "shaders/layout/default_pass.hlsl" | ||
#include "shaders/layout/default_local.hlsl" | ||
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#if VIEW_COUNT > 1 | ||
#define VIEW_INFO View[ViewIndex] | ||
#else | ||
#define VIEW_INFO View | ||
#endif | ||
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VSOutput VSMain(VSInput input) | ||
{ | ||
VSOutput output = (VSOutput)0; | ||
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float4 WorldPos = mul(World, input.Pos); | ||
output.Pos = mul(VIEW_INFO.ViewProj, float4(WorldPos.xyz, 1.0)); | ||
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output.COLOR = input.Color; | ||
return output; | ||
} | ||
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float4 FSMain(VSOutput input) : SV_TARGET | ||
{ | ||
return input.Color; | ||
} |
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#include "shaders/vertex/position_only.hlsl" | ||
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#include "shaders/layout/default_pass.hlsl" | ||
#include "shaders/layout/default_local.hlsl" | ||
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#if VIEW_COUNT > 1 | ||
#define VIEW_INFO View[ViewIndex] | ||
#else | ||
#define VIEW_INFO View | ||
#endif | ||
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VSOutput VSMain(VSInput input) | ||
{ | ||
VSOutput output = (VSOutput)0; | ||
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float4 WorldPos = mul(World, input.Pos); | ||
output.Pos = mul(VIEW_INFO.ViewProj, float4(WorldPos.xyz, 1.0)); | ||
return output; | ||
} | ||
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float4 FSMain() : SV_TARGET | ||
{ | ||
return float4(0.0, 0.0, 0.0, 0.0); | ||
} |
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@@ -0,0 +1,24 @@ | ||
#include "shaders/vertex/position_only.hlsl" | ||
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#include "shaders/layout/default_pass.hlsl" | ||
#include "shaders/layout/default_local.hlsl" | ||
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#if VIEW_COUNT > 1 | ||
#define VIEW_INFO View[ViewIndex] | ||
#else | ||
#define VIEW_INFO View | ||
#endif | ||
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VSOutput VSMain(VSInput input) | ||
{ | ||
VSOutput output = (VSOutput)0; | ||
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float4 WorldPos = mul(World, input.Pos); | ||
output.Pos = mul(VIEW_INFO.ViewProj, float4(WorldPos.xyz, 1.0)); | ||
return output; | ||
} | ||
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float4 FSMain() : SV_TARGET | ||
{ | ||
return float4(245.0 / 255.0, 66.0 / 255.0, 206.0 / 255.0, 1.0); | ||
} |
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Original file line number | Diff line number | Diff line change |
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@@ -1,10 +1,4 @@ | ||
struct LightInfo { | ||
float4 Direction; // xyz: dir | ||
float4 Color; // xyz: rgb w: intensity | ||
}; | ||
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struct StandardPBR { | ||
float Metallic; | ||
float Roughness; | ||
float3 Albedo; | ||
}; |
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