mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 21:01:52 +00:00
Support materials in 2D Quad Renderer!
- Lost Circle rendering along the way - Cleaned up 2D shaders
This commit is contained in:
@@ -0,0 +1,74 @@
|
||||
#pragma EngineBuffer[ Name = "SceneConstants"; Binding = "Scene" ]
|
||||
/**
|
||||
* Contains constants that apply to the current scene.
|
||||
*/
|
||||
cbuffer SceneConstants : register(b0)
|
||||
{
|
||||
/**
|
||||
* View projection matrix of the active camera.
|
||||
*/
|
||||
float4x4 ViewProjection;
|
||||
}
|
||||
|
||||
/**
|
||||
* Contains the data provided by the engine for a 2D vertex shader.
|
||||
*/
|
||||
struct VS_Input
|
||||
{
|
||||
// Geometry
|
||||
|
||||
/**
|
||||
* Vertex position
|
||||
*/
|
||||
float2 Position : POSITION;
|
||||
/**
|
||||
* Vertex texture coordinate
|
||||
*/
|
||||
float2 Texcoord : TEXCOORD0;
|
||||
|
||||
// Instance data
|
||||
/**
|
||||
* model to world transform matrix of the current quad.
|
||||
*/
|
||||
float4x4 Transform : TRANSFORM;
|
||||
/**
|
||||
* Color of the current quad.
|
||||
*/
|
||||
float4 Color : COLOR;
|
||||
/**
|
||||
* model to world transform matrix of the current quad.
|
||||
*/
|
||||
float4 UVTransform : TEXCOORD1;
|
||||
#ifdef EDITOR
|
||||
/**
|
||||
* The ECS ID of the entity associated with the current quad.
|
||||
*/
|
||||
uint EntityId : ENTITYID;
|
||||
#endif
|
||||
};
|
||||
|
||||
/**
|
||||
* Contains the output data of the vertex shader that will be passed into the pixel shader.
|
||||
*/
|
||||
typedef struct PS_Input
|
||||
{
|
||||
/**
|
||||
* The screen space position of the current vertex.
|
||||
*/
|
||||
float4 Position : SV_Position;
|
||||
/**
|
||||
* The transformed texture coordinates of the current vertex.
|
||||
*/
|
||||
float2 Texcoord : TEXCOORD;
|
||||
/**
|
||||
* The color of the current vertex.
|
||||
*/
|
||||
float4 Color : COLOR;
|
||||
#ifdef EDITOR
|
||||
/**
|
||||
* The ECS ID of the entity associated with the current quad.
|
||||
* This should always just be passed through.
|
||||
*/
|
||||
nointerpolation uint EntityId : ENTITYID;
|
||||
#endif
|
||||
} VS_Output;
|
||||
Reference in New Issue
Block a user