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https://github.com/aharabada/glitchy-engine-beef.git
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Separate handling for hlsl and fx files
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#define EDITOR
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#include "GlitchyEngine2D.hlsl"
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#include "ShaderHelpers.hlsl"
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Texture2D Texture : register(t0);
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SamplerState Sampler : register(s0);
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VS_Output VS(VS_Input input)
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{
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VS_Output 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 = TransformTexcoords(input.Texcoord, input.UVTransform);
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output.Color = input.Color;
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// Premultiply Alpha
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output.Color.rgb *= output.Color.a;
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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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output.Color = Texture.Sample(Sampler, input.Texcoord) * input.Color;
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clip(output.Color.a - 0.001f);
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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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