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https://github.com/aharabada/glitchy-engine-beef.git
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Added Renderer2D and 2D Example
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cbuffer Constants : register(b0)
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{
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float3x3 World;
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float4 Color;
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bool HasTexture;
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};
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Texture2D Texture : register(t0);
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SamplerState Sampler : register(s0);
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struct VS_Input
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{
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float2 Position : POSITION;
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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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};
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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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output.TexCoord = input.Position;
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output.Position = float4(mul(float3(input.Position, 1.0f), World), 1.0f);
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return output;
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}
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float4 PS(PS_Input input) : SV_Target0
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{
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float4 color = Color;
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if(HasTexture)
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{
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color *= Texture.Sample(Sampler, input.TexCoord);
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}
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return color;
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}
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#effect[VS=VS, PS=PS]
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@@ -0,0 +1,36 @@
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Texture2D Texture : register(t0);
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SamplerState Sampler : register(s0);
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struct VS_Input
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{
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float2 Position : POSITION;
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float4x4 Tranform : TRANSFORM;
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float4 Color : COLOR;
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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 : TEXCOORD0;
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float4 Color : COLOR;
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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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output.Position = mul(float4(input.Position, 0.0f, 1.0f), input.Tranform);
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output.TexCoord = input.Position;
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output.Color = input.Color;
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return output;
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}
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float4 PS(PS_Input input) : SV_Target0
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{
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float4 color = input.Color * Texture.Sample(Sampler, input.TexCoord);
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return color;
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}
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#effect[VS=VS, PS=PS]
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