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https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 21:01:52 +00:00
Shader #include + Remved unused Dx11Effect
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@@ -1,3 +1,5 @@
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#include "ShaderFunctions.hlsl"
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#define PI 3.14159265358979323846f
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SamplerState Sampler : register(s0);
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@@ -109,10 +111,10 @@ float3 FresnelSchlick(float cosTheta, float3 F0)
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* Reconstructs the z-component of a normalized normal vector from a two-component value
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* cnrm: The x- and y-components of a normalized normal vector
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*/
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float3 DecompressNormal(float2 cnrm)
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{
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return float3(cnrm, sqrt(1.0 - cnrm.x * cnrm.x - cnrm.y * cnrm.y));
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}
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//float3 DecompressNormal(float2 cnrm)
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//{
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// return float3(cnrm, sqrt(1.0 - cnrm.x * cnrm.x - cnrm.y * cnrm.y));
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//}
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float4 PS(PS_IN input) : SV_TARGET
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{
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@@ -116,8 +116,7 @@ namespace GlitchyEditor
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private void TestEntitiesWithModels()
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{
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Effect myEffect = new Effect("content/Shaders/myEffect.hlsl")..ReleaseRefNoDelete();
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using (Effect myEffect = new Effect("content/Shaders/myEffect.hlsl"))
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using (Texture2D albedo = new Texture2D("Textures/TestMat/rustediron2_albedo.png", true))
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using (Texture2D normal = new Texture2D("Textures/TestMat/rustediron2_normal.png"))
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using (Texture2D rough = new Texture2D("Textures/TestMat/rustediron2_roughness.png"))
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@@ -127,31 +126,34 @@ namespace GlitchyEditor
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normal.SamplerState = SamplerStateManager.AnisotropicClamp;
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rough.SamplerState = SamplerStateManager.AnisotropicClamp;
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metal.SamplerState = SamplerStateManager.AnisotropicClamp;
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Material mat = new Material(myEffect)..ReleaseRefNoDelete();
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mat.SetTexture("AlbedoTexture", albedo);
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mat.SetTexture("NormalTexture", normal);
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mat.SetTexture("MetallicTexture", metal);
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mat.SetTexture("RoughnessTexture", rough);
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//mat.SetVariable("BaseColor", Vector4(1, 0, 1, 1));
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//mat.SetVariable("LightDir", Vector3(1, 1, 0).Normalized());
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List<AnimationClip> clips = scope .();
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ModelLoader.LoadModel("content/Models/sphere.glb", myEffect, mat, _scene.[Friend]_ecsWorld, clips);
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mat = new Material(myEffect)..ReleaseRefNoDelete();
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mat.SetTexture("AlbedoTexture", albedo);
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mat.SetTexture("NormalTexture", normal);
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mat.SetTexture("MetallicTexture", metal);
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mat.SetTexture("RoughnessTexture", rough);
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//mat.SetVariable("BaseColor", Vector4(1, 1, 0, 1));
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//mat.SetVariable("LightDir", Vector3(0, 1, 0).Normalized());
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clips = scope .();
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ModelLoader.LoadModel("content/Models/sphere.glb", myEffect, mat, _scene.[Friend]_ecsWorld, clips);
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List<AnimationClip> clips = scope .();
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using (Material mat = new .(myEffect))
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{
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mat.SetTexture("AlbedoTexture", albedo);
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mat.SetTexture("NormalTexture", normal);
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mat.SetTexture("MetallicTexture", metal);
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mat.SetTexture("RoughnessTexture", rough);
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//mat.SetVariable("BaseColor", Vector4(1, 0, 1, 1));
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//mat.SetVariable("LightDir", Vector3(1, 1, 0).Normalized());
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ModelLoader.LoadModel("content/Models/sphere.glb", myEffect, mat, _scene.[Friend]_ecsWorld, clips);
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}
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using (Material mat = new .(myEffect))
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{
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mat.SetTexture("AlbedoTexture", albedo);
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mat.SetTexture("NormalTexture", normal);
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mat.SetTexture("MetallicTexture", metal);
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mat.SetTexture("RoughnessTexture", rough);
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//mat.SetVariable("BaseColor", Vector4(1, 1, 0, 1));
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//mat.SetVariable("LightDir", Vector3(0, 1, 0).Normalized());
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ModelLoader.LoadModel("content/Models/sphere.glb", myEffect, mat, _scene.[Friend]_ecsWorld, clips);
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}
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ClearAndReleaseItems!(clips);
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}
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}
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