mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 13:01:52 +00:00
Fixed circle rendering and added 2D circle collider
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@@ -1,3 +1,5 @@
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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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@@ -14,6 +16,9 @@ struct VS_Input
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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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@@ -22,6 +27,9 @@ struct PS_Input
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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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@@ -35,11 +43,25 @@ PS_Input VS(VS_Input input)
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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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float4 PS(PS_Input input) : SV_Target0
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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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@@ -53,10 +75,14 @@ float4 PS(PS_Input input) : SV_Target0
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// Discard invisible pixels
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clip(amount - 0.5f);
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float4 color = Texture.Sample(Sampler, input.Texcoord) * input.Color;
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color.a *= amount;
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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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return color;
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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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