mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 13:01:52 +00:00
Separated Assets to Resources (Engine assets) and Assets (Project specific)
+ AssetHierarchy: Exposed RootNode
+ ContentBrowserWindow: Fixed Empty Folder not being Leaf-Node
+ TreeNode: Added IsParentOf, IsChildOf and IsInSubtree.
+ Fixed InternalDeleteTreeAndChildren for null trees
This commit is contained in:
@@ -0,0 +1,93 @@
|
||||
Texture2D<float3> Texture : register(t0);
|
||||
SamplerState Sampler : register(s0);
|
||||
|
||||
cbuffer Constants
|
||||
{
|
||||
float4x4 ViewProjection;
|
||||
float2 UnitRange;
|
||||
float screenPixelRange = 2;
|
||||
}
|
||||
|
||||
struct VS_Input
|
||||
{
|
||||
float2 Position : POSITION;
|
||||
float2 Texcoord : TEXCOORD0;
|
||||
float4x4 Tranform : TRANSFORM;
|
||||
float4 Color : COLOR;
|
||||
float4 UVTransform : TEXCOORD1;
|
||||
};
|
||||
|
||||
struct PS_Input
|
||||
{
|
||||
float4 Position : SV_Position;
|
||||
float2 TexCoord : TEXCOORD0;
|
||||
float4 Color : COLOR;
|
||||
};
|
||||
|
||||
PS_Input VS(VS_Input input)
|
||||
{
|
||||
PS_Input output;
|
||||
|
||||
output.Position = mul(ViewProjection, mul(input.Tranform, float4(input.Position, 0.0f, 1.0f)));
|
||||
output.TexCoord = input.UVTransform.xy + input.UVTransform.zw * input.Texcoord;
|
||||
output.Color = input.Color;
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
/*
|
||||
in vec2 texCoord;
|
||||
out vec4 color;
|
||||
uniform sampler2D msdf;
|
||||
uniform vec4 bgColor;
|
||||
uniform vec4 fgColor;
|
||||
|
||||
float median(float r, float g, float b) {
|
||||
return max(min(r, g), min(max(r, g), b));
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec3 msd = texture(msdf, texCoord).rgb;
|
||||
float sd = median(msd.r, msd.g, msd.b);
|
||||
float screenPxDistance = screenPxRange()*(sd - 0.5);
|
||||
float opacity = clamp(screenPxDistance + 0.5, 0.0, 1.0);
|
||||
color = mix(bgColor, fgColor, opacity);
|
||||
}
|
||||
*/
|
||||
|
||||
|
||||
float median(float r, float g, float b)
|
||||
{
|
||||
return max(min(r, g), min(max(r, g), b));
|
||||
}
|
||||
|
||||
float ScreenPxRange(float2 texcoord)
|
||||
{
|
||||
float2 screenTexSize = 1.0f / fwidth(texcoord);
|
||||
return max(0.5f * dot(UnitRange, screenTexSize), 1.0f);
|
||||
}
|
||||
|
||||
float4 PS(PS_Input input) : SV_Target0
|
||||
{
|
||||
float3 msd = Texture.Sample(Sampler, input.TexCoord);
|
||||
float sd = median(msd.r, msd.g, msd.b);
|
||||
float screenPxDistance = ScreenPxRange(input.TexCoord) * (sd - 0.5);
|
||||
float opacity = clamp(screenPxDistance + 0.5, 0.0, 1.0);
|
||||
|
||||
return float4(input.Color.rgb, opacity * input.Color.a);
|
||||
}
|
||||
|
||||
/*
|
||||
// 2D
|
||||
float4 PS(PS_Input input) : SV_Target0
|
||||
{
|
||||
float3 msd = Texture.Sample(Sampler, input.TexCoord).rgb;
|
||||
float sd = median(msd.r, msd.g, msd.b);
|
||||
float screenPxDistance = screenPixelRange*(sd - 0.5);
|
||||
float opacity = clamp(screenPxDistance + 0.5, 0.0, 1.0);
|
||||
|
||||
return float4(input.Color.rgb, opacity * input.Color.a);
|
||||
}
|
||||
*/
|
||||
|
||||
#pragma Effect[VS=VS; PS=PS]
|
||||
Reference in New Issue
Block a user