mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 13:01:52 +00:00
Reimplemented Renderer2D
- Renderer2D now static - Renderer now calls Init and Deinit of Renderer2D - Renderer2D now calls Init and Deinit of FontRenderer - Fixed Deinit order of Layers and renderer (e.g. Layers now deinit first) - Sandbox2D now uses SandboxApp (only loads different layer)
This commit is contained in:
@@ -3,30 +3,33 @@ SamplerState Sampler : register(s0);
|
||||
|
||||
cbuffer Constants
|
||||
{
|
||||
float4x4 ViewProjection;
|
||||
float2 UnitRange;
|
||||
float screenPixelRange = 2;
|
||||
}
|
||||
|
||||
struct VS_Input
|
||||
{
|
||||
float2 Position : POSITION;
|
||||
float2 Texcoord : TEXCOORD0;
|
||||
float4x4 Tranform : TRANSFORM;
|
||||
float4 Color : COLOR;
|
||||
float4 UVTransform : TEXCOORD;
|
||||
float4 UVTransform : TEXCOORD1;
|
||||
};
|
||||
|
||||
struct PS_Input
|
||||
{
|
||||
float4 Position : SV_Position;
|
||||
float2 TexCoord : TEXCOORD0;
|
||||
float4 Color : COLOR;
|
||||
float4 Color : COLOR;
|
||||
};
|
||||
|
||||
PS_Input VS(VS_Input input)
|
||||
{
|
||||
PS_Input output;
|
||||
|
||||
output.Position = mul(float4(input.Position, 0.0f, 1.0f), input.Tranform);
|
||||
output.TexCoord = input.UVTransform.xy + input.UVTransform.zw * input.Position;
|
||||
output.Position = mul(ViewProjection, mul(input.Tranform, float4(input.Position, 0.0f, 1.0f)));
|
||||
output.TexCoord = input.UVTransform.xy + input.UVTransform.zw * input.Texcoord;
|
||||
output.Color = input.Color;
|
||||
|
||||
return output;
|
||||
@@ -36,14 +39,17 @@ float median(float r, float g, float b) {
|
||||
return max(min(r, g), min(max(r, g), b));
|
||||
}
|
||||
|
||||
float ScreenPxRange(float2 texcoord) {
|
||||
float2 screenTexSize = 1.0f / fwidth(texcoord);
|
||||
return max(0.5f * dot(UnitRange, screenTexSize), 1.0f);
|
||||
}
|
||||
|
||||
float4 PS(PS_Input input) : SV_Target0
|
||||
{
|
||||
float3 msd = Texture.Sample(Sampler, input.TexCoord);
|
||||
float sd = median(msd.r, msd.g, msd.b);
|
||||
float screenPxDistance = screenPixelRange * (sd - 0.5);
|
||||
float screenPxDistance = ScreenPxRange(input.TexCoord) * (sd - 0.5);
|
||||
float opacity = clamp(screenPxDistance + 0.5, 0.0, 1.0);
|
||||
//float4 color = lerp(float4(1, 0, 0, 1), input.Color, opacity);
|
||||
//return color;
|
||||
|
||||
return float4(input.Color.rgb, opacity * input.Color.a);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user