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https://github.com/aharabada/glitchy-engine-beef.git
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Support materials in 2D Quad Renderer!
- Lost Circle rendering along the way - Cleaned up 2D shaders
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@@ -1,41 +1,17 @@
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#define EDITOR
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#include "GlitchyEngine2D.hlsl"
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#include "ShaderHelpers.hlsl"
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Texture2D Texture : register(t0);
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SamplerState Sampler : register(s0);
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cbuffer Constants : register(b0)
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VS_Output VS(VS_Input input)
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{
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float4x4 ViewProjection;
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};
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struct VS_Input
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{
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float2 Position : POSITION;
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float2 Texcoord : TEXCOORD0;
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float4x4 Transform : TRANSFORM;
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float4 Color : COLOR;
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float4 UVTransform : TEXCOORD1;
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#ifdef EDITOR
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uint EntityId : ENTITYID;
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#endif
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};
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struct PS_Input
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{
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float4 Position : SV_Position;
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float2 Texcoord : TEXCOORD;
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float4 Color : COLOR;
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#ifdef EDITOR
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nointerpolation uint EntityId : ENTITYID;
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#endif
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};
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PS_Input VS(VS_Input input)
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{
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PS_Input output;
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VS_Output output;
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output.Position = mul(ViewProjection, mul(input.Transform, float4(input.Position, 0.0f, 1.0f)));
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output.Texcoord = input.UVTransform.xy + input.UVTransform.zw * input.Texcoord;
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output.Texcoord = TransformTexcoords(input.Texcoord, input.UVTransform);
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output.Color = input.Color;
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// Premultiply Alpha
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