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:
@@ -0,0 +1,42 @@
|
||||
Texture2D Texture : register(t0);
|
||||
SamplerState Sampler : register(s0);
|
||||
|
||||
cbuffer Constants : register(b0)
|
||||
{
|
||||
float4x4 World;
|
||||
|
||||
// TODO: move ViewProjection to seperate cbuffer
|
||||
float4x4 ViewProjection;
|
||||
|
||||
float4 Color;
|
||||
float4 UVTransform;
|
||||
};
|
||||
|
||||
struct VS_Input
|
||||
{
|
||||
float2 Position : POSITION;
|
||||
float2 Texcoord : TEXCOORD;
|
||||
};
|
||||
|
||||
struct PS_Input
|
||||
{
|
||||
float4 Position : SV_Position;
|
||||
float2 Texcoord : TEXCOORD;
|
||||
};
|
||||
|
||||
PS_Input VS(VS_Input input)
|
||||
{
|
||||
PS_Input output;
|
||||
|
||||
output.Position = mul(ViewProjection, mul(World, float4(input.Position, 0.0f, 1.0f)));
|
||||
output.Texcoord = UVTransform.xy + UVTransform.zw * input.Texcoord;
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
float4 PS(PS_Input input) : SV_Target0
|
||||
{
|
||||
return Texture.Sample(Sampler, input.Texcoord) * Color;
|
||||
}
|
||||
|
||||
#effect[VS=VS, PS=PS]
|
||||
Reference in New Issue
Block a user