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https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 21:01:52 +00:00
Separate handling for hlsl and fx files
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@@ -0,0 +1,88 @@
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#define EDITOR
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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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{
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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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float InnerRadius : TEXCOORD2;
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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 RawPos : TEXCOORD0;
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float2 Texcoord : TEXCOORD1;
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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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float InnerRadius : TEXCOORD2;
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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(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.RawPos = input.Position;
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output.Color = input.Color;
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output.InnerRadius = input.InnerRadius;
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#ifdef EDITOR
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output.EntityId = input.EntityId;
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#endif
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return output;
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}
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struct PS_Output
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{
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float4 Color : SV_Target0;
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#ifdef EDITOR
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uint EntityId : SV_TARGET1;
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#endif
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};
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PS_Output PS(PS_Input input)
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{
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PS_Output output;
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float2 uv = input.RawPos * 2;
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float distance = 1.0f - length(uv);
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// Smoothing edges based on derivative (not sure if RawPos is the best value for this)
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float f = fwidth(input.RawPos.x) + fwidth(input.RawPos.y);
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float amount = smoothstep(0.0f, f, distance);
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amount *= smoothstep(input.InnerRadius + f, input.InnerRadius, distance);
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// Discard invisible pixels
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clip(amount - 0.5f);
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output.Color = Texture.Sample(Sampler, input.Texcoord) * input.Color;
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output.Color.a *= amount;
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#ifdef EDITOR
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output.EntityId = input.EntityId;
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#endif
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return output;
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}
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#pragma Effect[VS=VS; PS=PS]
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