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+6
-2
@@ -5,7 +5,11 @@ build/
|
||||
recovery/
|
||||
vendor/directx
|
||||
imgui.ini
|
||||
GlitchyEditor/resources/scripts/ScriptCore.dll
|
||||
GlitchyEditor/resources/scripts/ScriptCore.pdb
|
||||
GlitchyEditor/settings.bon
|
||||
GlitchyEditor/MonoDebugger.log
|
||||
|
||||
# Ignore files in build-directory of ScriptCore
|
||||
GlitchyEditor/Resources/Scripts/*
|
||||
|
||||
.cache
|
||||
generated
|
||||
|
||||
+10
-4
@@ -22,12 +22,18 @@
|
||||
[submodule "GlitchyEngine/vendor/bon"]
|
||||
path = GlitchyEngine/vendor/bon
|
||||
url = https://github.com/EinScott/bon.git
|
||||
[submodule "GlitchyEngineHelper/vendor/DirectXTK"]
|
||||
path = GlitchyEngineHelper/vendor/DirectXTK
|
||||
url = https://github.com/microsoft/DirectXTK.git
|
||||
[submodule "GlitchyEngine/vendor/box2D"]
|
||||
path = GlitchyEngine/vendor/box2D
|
||||
url = https://github.com/jazzbre/box2d-beef.git
|
||||
url = https://github.com/aharabada/box2d-beef.git
|
||||
[submodule "GlitchyEngine/vendor/Beef.Linq"]
|
||||
path = GlitchyEngine/vendor/Beef.Linq
|
||||
url = https://github.com/aharabada/Beef.Linq.git
|
||||
[submodule "vendor/ImGui.NET"]
|
||||
path = vendor/ImGui.NET
|
||||
url = https://github.com/aharabada/ImGui.NET.git
|
||||
[submodule "GlitchyEngine/vendor/NetHostBeef"]
|
||||
path = GlitchyEngine/vendor/NetHostBeef
|
||||
url = https://github.com/aharabada/NetHostBeef.git
|
||||
[submodule "GlitchyEngine/vendor/Xml-Beef"]
|
||||
path = GlitchyEngine/vendor/Xml-Beef
|
||||
url = https://github.com/aharabada/Xml-Beef.git
|
||||
|
||||
+29
-3
@@ -1,10 +1,36 @@
|
||||
FileVersion = 1
|
||||
Projects = {Sandbox = {Path = "Sandbox"}, GlitchyEngine = {Path = "GlitchyEngine"}, GlitchLog = {Path = "GlitchLog"}, DirectX = {Path = "GlitchyEngine/vendor/directx/DirectX"}, LodePng = {Path = "vendor/lodepng-beef/lodepng-beef"}, FreeType = {Path = "GlitchyEngine/vendor/freetype"}, cgltf-beef = {Path = "GlitchyEngine/vendor/gltf/cgltf-beef"}, GlitchyEditor = {Path = "GlitchyEditor"}, msdfgen-beef = {Path = "GlitchyEngine/vendor/msdfgen/msdfgen-beef"}, ImGui = {Path = "GlitchyEngine/vendor/imgui/ImGui"}, ImGuiImplDX11 = {Path = "GlitchyEngine/vendor/imgui/ImGuiImplDX11"}, ImGuiImplWin32 = {Path = "GlitchyEngine/vendor/imgui/ImGuiImplWin32"}, ImGuizmo = {Path = "GlitchyEngine/vendor/imgui/ImGuizmo"}, GlitchyEngineHelper = {Path = "GlitchyEngineHelper"}, bon = {Path = "GlitchyEngine/vendor/bon"}, box2d-beef = {Path = "GlitchyEngine/vendor/box2D"}, "Beef.Linq" = {Path = "GlitchyEngine/vendor/Beef.Linq/src"}, ScriptCore = {Path = "ScriptCore"}}
|
||||
Unlocked = ["corlib"]
|
||||
WorkspaceFolders = {GlitchyEngine = ["GlitchyEngine", "GlitchLog", "GlitchyEngineHelper", "ScriptCore"], "GlitchyEngine/Dependencies" = ["cgltf-beef", "DirectX", "FreeType", "ImGui", "ImGuiImplDX11", "ImGuiImplWin32", "ImGuizmo", "LodePng", "msdfgen-beef", "bon", "box2d-beef", "Beef.Linq"]}
|
||||
Locked = ["ImGui"]
|
||||
|
||||
[Workspace]
|
||||
StartupProject = "GlitchyEditor"
|
||||
|
||||
[Projects]
|
||||
GlitchyEngine = {Path = "GlitchyEngine"}
|
||||
GlitchLog = {Path = "GlitchLog"}
|
||||
DirectX = {Path = "GlitchyEngine/vendor/directx/DirectX"}
|
||||
LodePng = {Path = "vendor/lodepng-beef/lodepng-beef"}
|
||||
FreeType = {Path = "GlitchyEngine/vendor/freetype"}
|
||||
cgltf-beef = {Path = "GlitchyEngine/vendor/gltf/cgltf-beef"}
|
||||
GlitchyEditor = {Path = "GlitchyEditor"}
|
||||
msdfgen-beef = {Path = "GlitchyEngine/vendor/msdfgen/msdfgen-beef"}
|
||||
ImGui = {Path = "GlitchyEngine/vendor/imgui/ImGui"}
|
||||
ImGuiImplDX11 = {Path = "GlitchyEngine/vendor/imgui/ImGuiImplDX11"}
|
||||
ImGuiImplWin32 = {Path = "GlitchyEngine/vendor/imgui/ImGuiImplWin32"}
|
||||
ImGuizmo = {Path = "GlitchyEngine/vendor/imgui/ImGuizmo"}
|
||||
GlitchyEngineHelper = {Path = "GlitchyEngineHelper"}
|
||||
bon = {Path = "GlitchyEngine/vendor/bon"}
|
||||
box2d-beef = {Path = "GlitchyEngine/vendor/box2D"}
|
||||
"Beef.Linq" = {Path = "GlitchyEngine/vendor/Beef.Linq/src"}
|
||||
ScriptCore = {Path = "ScriptCore"}
|
||||
NetHostBeef = {Path = "GlitchyEngine/vendor/NetHostBeef/NetHostBeef"}
|
||||
"GlitchyEngine.Test" = {Path = "GlitchyEngine.Test"}
|
||||
Xml-Beef = {Path = "GlitchyEngine/vendor/Xml-Beef"}
|
||||
"GlitchyEngine.Benchmark" = {Path = "GlitchyEngine.Benchmark"}
|
||||
|
||||
[WorkspaceFolders]
|
||||
GlitchyEngine = ["GlitchyEngine", "GlitchLog", "GlitchyEngineHelper", "ScriptCore", "GlitchyEngine.Test", "GlitchyEngine.Benchmark"]
|
||||
"GlitchyEngine/Dependencies" = ["cgltf-beef", "DirectX", "FreeType", "ImGui", "ImGuiImplDX11", "ImGuiImplWin32", "ImGuizmo", "LodePng", "msdfgen-beef", "bon", "box2d-beef", "Beef.Linq", "NetHostBeef", "Xml-Beef"]
|
||||
Beef = ["Beefy2D", "corlib"]
|
||||
|
||||
[Configs.Debug.Win64]
|
||||
AllocStackTraceDepth = 12
|
||||
|
||||
@@ -5,34 +5,6 @@ using internal GlitchLog;
|
||||
|
||||
namespace GlitchLog
|
||||
{
|
||||
public abstract class Logger
|
||||
{
|
||||
protected LogLevel _logLevel;
|
||||
|
||||
public LogLevel Level
|
||||
{
|
||||
get => _logLevel;
|
||||
set => _logLevel = value;
|
||||
}
|
||||
|
||||
public abstract String Name {get; set;}
|
||||
|
||||
public abstract void Trace(StringView format, params Object[] args);
|
||||
public abstract void Info(StringView format, params Object[] args);
|
||||
public abstract void Warning(StringView format, params Object[] args);
|
||||
public abstract void Error(StringView format, params Object[] args);
|
||||
public abstract void Critical(StringView format, params Object[] args);
|
||||
|
||||
public abstract void Assert(bool condition, String error = Compiler.CallerExpression[0], String filePath = Compiler.CallerFilePath, int line = Compiler.CallerLineNum);
|
||||
|
||||
#if !DEBUG
|
||||
[SkipCall]
|
||||
#endif
|
||||
public abstract void AssertDebug(bool condition, String error = Compiler.CallerExpression[0], String filePath = Compiler.CallerFilePath, int line = Compiler.CallerLineNum);
|
||||
|
||||
public abstract void Log(LogLevel level, StringView format, params Object[] args);
|
||||
}
|
||||
|
||||
public class DebugLogger : Logger
|
||||
{
|
||||
// {l} = log level (first parameter)
|
||||
|
||||
@@ -0,0 +1,31 @@
|
||||
using System;
|
||||
|
||||
namespace GlitchLog;
|
||||
|
||||
public abstract class Logger
|
||||
{
|
||||
protected LogLevel _logLevel;
|
||||
|
||||
public LogLevel Level
|
||||
{
|
||||
get => _logLevel;
|
||||
set => _logLevel = value;
|
||||
}
|
||||
|
||||
public abstract String Name {get; set;}
|
||||
|
||||
public abstract void Trace(StringView format, params Object[] args);
|
||||
public abstract void Info(StringView format, params Object[] args);
|
||||
public abstract void Warning(StringView format, params Object[] args);
|
||||
public abstract void Error(StringView format, params Object[] args);
|
||||
public abstract void Critical(StringView format, params Object[] args);
|
||||
|
||||
public abstract void Assert(bool condition, String error = Compiler.CallerExpression[0], String filePath = Compiler.CallerFilePath, int line = Compiler.CallerLineNum);
|
||||
|
||||
#if !DEBUG
|
||||
[SkipCall]
|
||||
#endif
|
||||
public abstract void AssertDebug(bool condition, String error = Compiler.CallerExpression[0], String filePath = Compiler.CallerFilePath, int line = Compiler.CallerLineNum);
|
||||
|
||||
public abstract void Log(LogLevel level, StringView format, params Object[] args);
|
||||
}
|
||||
@@ -1,10 +1,36 @@
|
||||
FileVersion = 1
|
||||
Dependencies = {corlib = "*", GlitchLog = "*", GlitchyEngine = "*"}
|
||||
|
||||
[Project]
|
||||
Name = "GlitchyEditor"
|
||||
TargetType = "BeefGUIApplication"
|
||||
StartupObject = "GlitchyEngine.Program"
|
||||
ProcessorMacros = ["GE_EDITOR_IMGUI_DEMO", "GE_GRAPHICS_DX11"]
|
||||
|
||||
[Dependencies]
|
||||
corlib = "*"
|
||||
GlitchLog = "*"
|
||||
GlitchyEngine = "*"
|
||||
Xml-Beef = "*"
|
||||
ImGuiImplDX11 = "*"
|
||||
ImGuiImplWin32 = "*"
|
||||
ImGuizmo = "*"
|
||||
|
||||
[Platform.Windows]
|
||||
IconFile = "$(ProjectDir)/Resources/Textures/GlitchyEngineIcon.ico"
|
||||
|
||||
[Configs.Debug.Win64]
|
||||
DebugCommandArguments = "\"D:\\Development\\Projects\\Beef\\GlitchyEngine\\GlitchyEditor\\SandboxProject\""
|
||||
PostBuildCmds = ["CopyFilesIfNewer(\"$(WorkspaceDir)/bin/vswhere.exe\", \"$(TargetDir)\")"]
|
||||
DebugCommandArguments = "\"D:\\Development\\Git\\SingleStateToOrbit\""
|
||||
PreprocessorMacros = ["DEBUG", "IMGUI"]
|
||||
|
||||
[Configs.Release.Win64]
|
||||
TargetDirectory = "$(BuildDir)/dist"
|
||||
PostBuildCmds = ["CopyFilesIfNewer(\"$(WorkspaceDir)/bin/vswhere.exe\", \"$(TargetDir)\")"]
|
||||
DebugCommandArguments = "\"D:\\Development\\Git\\SingleStateToOrbit\""
|
||||
PreprocessorMacros = ["RELEASE", "IMGUI"]
|
||||
|
||||
[Configs.Paranoid.Win64]
|
||||
PostBuildCmds = ["CopyFilesIfNewer(\"$(WorkspaceDir)/bin/vswhere.exe\", \"$(TargetDir)\")"]
|
||||
|
||||
[Configs.Test.Win64]
|
||||
PostBuildCmds = ["CopyFilesIfNewer(\"$(WorkspaceDir)/bin/vswhere.exe\", \"$(TargetDir)\")"]
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
{
|
||||
AssetLoader = "ModelAssetLoader",
|
||||
Config = (GlitchyEditor.Assets.ModelAssetLoaderConfig){}
|
||||
Config = (GlitchyEditor.Assets.ModelAssetLoaderConfig){}/* No reflection data for GlitchyEditor.Assets.ModelAssetLoaderConfig. Add [BonTarget] or force it */,
|
||||
AssetHandle = 141014598923215615
|
||||
}
|
||||
@@ -1,4 +1,5 @@
|
||||
{
|
||||
AssetLoader = "ModelAssetLoader",
|
||||
Config = (GlitchyEditor.Assets.ModelAssetLoaderConfig){}
|
||||
Config = (GlitchyEditor.Assets.ModelAssetLoaderConfig){}/* No reflection data for GlitchyEditor.Assets.ModelAssetLoaderConfig. Add [BonTarget] or force it */,
|
||||
AssetHandle = 11221639476224465119
|
||||
}
|
||||
@@ -0,0 +1,119 @@
|
||||
{
|
||||
Name = "Scene name here pls!!!",
|
||||
Entities = [
|
||||
{
|
||||
Id = 8726995825602656358,
|
||||
NameComponent = {
|
||||
Name = "Camera"
|
||||
},
|
||||
TransformComponent = {
|
||||
Position = {
|
||||
X = 0,
|
||||
Y = 2,
|
||||
Z = -5
|
||||
},
|
||||
Rotation = {
|
||||
X = 0,
|
||||
Y = 0.21643962,
|
||||
Z = 0,
|
||||
W = 0.976296008
|
||||
},
|
||||
Scale = {
|
||||
X = 1,
|
||||
Y = 1,
|
||||
Z = 1
|
||||
},
|
||||
EditorEulerRotation = {
|
||||
X = 0,
|
||||
Y = 0.436332315,
|
||||
Z = 0
|
||||
}
|
||||
},
|
||||
CameraComponent = {
|
||||
Primary = true,
|
||||
ProjectionType = .InfinitePerspective,
|
||||
PerspectiveFovY = 1.30899692,
|
||||
PerspectiveNearPlane = 0.100000001,
|
||||
PerspectiveFarPlane = 10000,
|
||||
OrthographicHeight = 10,
|
||||
OrthographicNearPlane = 0,
|
||||
OrthographicFarPlane = 10,
|
||||
AspectRatio = 1.83772814,
|
||||
FixedAspectRatio = false
|
||||
}
|
||||
},
|
||||
{
|
||||
Id = 5254899955475338567,
|
||||
NameComponent = {
|
||||
Name = "Light"
|
||||
},
|
||||
TransformComponent = {
|
||||
Position = {
|
||||
X = -3,
|
||||
Y = 4,
|
||||
Z = -1.5
|
||||
},
|
||||
Rotation = {
|
||||
X = 0.239775807,
|
||||
Y = 0.61432755,
|
||||
Z = 0.0315670744,
|
||||
W = 0.751074195
|
||||
},
|
||||
Scale = {
|
||||
X = 1,
|
||||
Y = 1,
|
||||
Z = 1
|
||||
},
|
||||
EditorEulerRotation = {
|
||||
X = 0.3490659,
|
||||
Y = 1.3089968,
|
||||
Z = 0.34906587
|
||||
}
|
||||
},
|
||||
LightComponent = {
|
||||
LightType = .Directional,
|
||||
Illuminance = 10,
|
||||
Color = {
|
||||
R = 1,
|
||||
G = 0.949999988,
|
||||
B = 0.800000012
|
||||
}
|
||||
}
|
||||
},
|
||||
{
|
||||
Id = 10018854473822844403,
|
||||
NameComponent = {
|
||||
Name = "Entity"
|
||||
},
|
||||
TransformComponent = {
|
||||
Position = {
|
||||
X = 0,
|
||||
Y = 0,
|
||||
Z = 0
|
||||
},
|
||||
Rotation = {
|
||||
X = 0,
|
||||
Y = 0,
|
||||
Z = 0,
|
||||
W = 1
|
||||
},
|
||||
Scale = {
|
||||
X = 1,
|
||||
Y = 1,
|
||||
Z = 1
|
||||
},
|
||||
EditorEulerRotation = {
|
||||
X = 0,
|
||||
Y = 0,
|
||||
Z = 0
|
||||
}
|
||||
},
|
||||
MeshComponent = {
|
||||
Mesh = 141014598923215615
|
||||
},
|
||||
MeshRendererComponent = {
|
||||
Material = 15093501654975430075
|
||||
}
|
||||
}
|
||||
]
|
||||
}
|
||||
@@ -9,8 +9,8 @@
|
||||
AddressModeU = .Clamp,
|
||||
AddressModeV = .Clamp,
|
||||
AddressModeW = .Clamp,
|
||||
MipMinLOD = -340282346638528859811704183484516925440,
|
||||
MipMaxLOD = 340282346638528859811704183484516925440,
|
||||
MipMinLOD = -3.40282347e+38,
|
||||
MipMaxLOD = 3.40282347e+38,
|
||||
MaxAnisotropy = 1,
|
||||
BorderColor = {
|
||||
R = 1,
|
||||
@@ -19,5 +19,6 @@
|
||||
A = 1
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
AssetHandle = 13149961070100324290
|
||||
}
|
||||
@@ -0,0 +1,39 @@
|
||||
{
|
||||
Effect = "Resources/Shaders/myEffect.hlsl",
|
||||
Textures = [
|
||||
"AlbedoTexture": 8153940681327484189,
|
||||
"NormalTexture": 15822842502398518390,
|
||||
"MetallicTexture": 13527693616095745667,
|
||||
"RoughnessTexture": 4141437666158293647,
|
||||
"EmissiveTexture": 0
|
||||
],
|
||||
Variables = [
|
||||
"AlbedoColor": .ColorRGBA{
|
||||
Value = {
|
||||
R = 1,
|
||||
G = 1,
|
||||
B = 1,
|
||||
A = 1
|
||||
}
|
||||
},
|
||||
"NormalScaling": .Float2{
|
||||
Value = {
|
||||
X = 1,
|
||||
Y = 1
|
||||
}
|
||||
},
|
||||
"MetallicFactor": .Float{
|
||||
Value = 1
|
||||
},
|
||||
"RoughnessFactor": .Float{
|
||||
Value = 0
|
||||
},
|
||||
"EmissiveColor": .Float3{
|
||||
Value = {
|
||||
X = 0,
|
||||
Y = 0,
|
||||
Z = 0
|
||||
}
|
||||
}
|
||||
]
|
||||
}
|
||||
@@ -0,0 +1,5 @@
|
||||
{
|
||||
AssetLoader = "MaterialAssetLoader",
|
||||
Config = (GlitchyEditor.Assets.ModelAssetLoaderConfig){}/* No reflection data for GlitchyEditor.Assets.ModelAssetLoaderConfig. Add [BonTarget] or force it */,
|
||||
AssetHandle = 15093501654975430075
|
||||
}
|
||||
@@ -1,4 +1,5 @@
|
||||
{
|
||||
AssetLoader = "MaterialAssetLoader",
|
||||
Config = (GlitchyEditor.Assets.ModelAssetLoaderConfig){}/* No reflection data for GlitchyEditor.Assets.ModelAssetLoaderConfig. Add [BonTarget] or force it */
|
||||
Config = (GlitchyEditor.Assets.ModelAssetLoaderConfig){}/* No reflection data for GlitchyEditor.Assets.ModelAssetLoaderConfig. Add [BonTarget] or force it */,
|
||||
AssetHandle = 8829406607210635133
|
||||
}
|
||||
@@ -9,8 +9,8 @@
|
||||
AddressModeU = .Clamp,
|
||||
AddressModeV = .Clamp,
|
||||
AddressModeW = .Clamp,
|
||||
MipMinLOD = -340282346638528859811704183484516925440,
|
||||
MipMaxLOD = 340282346638528859811704183484516925440,
|
||||
MipMinLOD = -3.40282347e+38,
|
||||
MipMaxLOD = 3.40282347e+38,
|
||||
MaxAnisotropy = 1,
|
||||
BorderColor = {
|
||||
R = 1,
|
||||
@@ -19,5 +19,6 @@
|
||||
A = 1
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
AssetHandle = 5558090951492679375
|
||||
}
|
||||
@@ -1,21 +1,17 @@
|
||||
{
|
||||
AssetLoader = "EditorTextureAssetLoader",
|
||||
Config = (GlitchyEditor.Assets.EditorTextureAssetLoaderConfig){
|
||||
_generateMipMaps = true,
|
||||
_isSrgb = true,
|
||||
_samplerStateDescription = {
|
||||
MinFilter = .Anisotropic,
|
||||
MagFilter = .Anisotropic,
|
||||
MipFilter = .Anisotropic,
|
||||
FilterMode = .Default,
|
||||
MinFilter = .Linear,
|
||||
MagFilter = .Linear,
|
||||
MipFilter = .Linear,
|
||||
ComparisonFunction = .Never,
|
||||
AddressModeU = .Wrap,
|
||||
AddressModeV = .Wrap,
|
||||
AddressModeW = .Wrap,
|
||||
MipLODBias = 0,
|
||||
MipMinLOD = 0,
|
||||
MipMaxLOD = 3,
|
||||
MaxAnisotropy = 16,
|
||||
AddressModeU = .Clamp,
|
||||
AddressModeV = .Clamp,
|
||||
AddressModeW = .Clamp,
|
||||
MipMinLOD = -3.40282347e+38,
|
||||
MipMaxLOD = 3.40282347e+38,
|
||||
MaxAnisotropy = 1,
|
||||
BorderColor = {
|
||||
R = 1,
|
||||
G = 1,
|
||||
@@ -23,5 +19,6 @@
|
||||
A = 1
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
AssetHandle = 8153940681327484189
|
||||
}
|
||||
@@ -2,15 +2,15 @@
|
||||
AssetLoader = "EditorTextureAssetLoader",
|
||||
Config = (GlitchyEditor.Assets.EditorTextureAssetLoaderConfig){
|
||||
_samplerStateDescription = {
|
||||
MinFilter = .Anisotropic,
|
||||
MagFilter = .Anisotropic,
|
||||
MipFilter = .Anisotropic,
|
||||
MinFilter = .Linear,
|
||||
MagFilter = .Linear,
|
||||
MipFilter = .Linear,
|
||||
ComparisonFunction = .Never,
|
||||
AddressModeU = .Wrap,
|
||||
AddressModeV = .Wrap,
|
||||
AddressModeU = .Clamp,
|
||||
AddressModeV = .Clamp,
|
||||
AddressModeW = .Clamp,
|
||||
MipMinLOD = -Infinity,
|
||||
MipMaxLOD = Infinity,
|
||||
MipMinLOD = -3.40282347e+38,
|
||||
MipMaxLOD = 3.40282347e+38,
|
||||
MaxAnisotropy = 1,
|
||||
BorderColor = {
|
||||
R = 1,
|
||||
@@ -19,5 +19,6 @@
|
||||
A = 1
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
AssetHandle = 13527693616095745667
|
||||
}
|
||||
@@ -1,20 +1,16 @@
|
||||
{
|
||||
AssetLoader = "EditorTextureAssetLoader",
|
||||
Config = (GlitchyEditor.Assets.EditorTextureAssetLoaderConfig){
|
||||
_generateMipMaps = false,
|
||||
_isSrgb = false,
|
||||
_samplerStateDescription = {
|
||||
MinFilter = .Linear,
|
||||
MagFilter = .Linear,
|
||||
MipFilter = .Linear,
|
||||
FilterMode = .Default,
|
||||
ComparisonFunction = .Never,
|
||||
AddressModeU = .Wrap,
|
||||
AddressModeV = .Wrap,
|
||||
AddressModeU = .Clamp,
|
||||
AddressModeV = .Clamp,
|
||||
AddressModeW = .Clamp,
|
||||
MipLODBias = 2.5999999,
|
||||
MipMinLOD = -Infinity,
|
||||
MipMaxLOD = Infinity,
|
||||
MipMinLOD = -3.40282347e+38,
|
||||
MipMaxLOD = 3.40282347e+38,
|
||||
MaxAnisotropy = 1,
|
||||
BorderColor = {
|
||||
R = 1,
|
||||
@@ -23,5 +19,6 @@
|
||||
A = 1
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
AssetHandle = 15822842502398518390
|
||||
}
|
||||
@@ -1,18 +1,14 @@
|
||||
{
|
||||
AssetLoader = "EditorTextureAssetLoader",
|
||||
Config = (GlitchyEditor.Assets.EditorTextureAssetLoaderConfig){
|
||||
_generateMipMaps = false,
|
||||
_isSrgb = true,
|
||||
_samplerStateDescription = {
|
||||
MinFilter = .Linear,
|
||||
MagFilter = .Linear,
|
||||
MipFilter = .Linear,
|
||||
FilterMode = .Default,
|
||||
ComparisonFunction = .Never,
|
||||
AddressModeU = .Wrap,
|
||||
AddressModeV = .Wrap,
|
||||
AddressModeU = .Clamp,
|
||||
AddressModeV = .Clamp,
|
||||
AddressModeW = .Clamp,
|
||||
MipLODBias = 0,
|
||||
MipMinLOD = -3.40282347e+38,
|
||||
MipMaxLOD = 3.40282347e+38,
|
||||
MaxAnisotropy = 1,
|
||||
@@ -23,5 +19,6 @@
|
||||
A = 1
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
AssetHandle = 4141437666158293647
|
||||
}
|
||||
@@ -1,4 +1,5 @@
|
||||
{
|
||||
AssetLoader = "MaterialAssetLoader",
|
||||
Config = (GlitchyEditor.Assets.ModelAssetLoaderConfig){}
|
||||
Config = (GlitchyEditor.Assets.ModelAssetLoaderConfig){}/* No reflection data for GlitchyEditor.Assets.ModelAssetLoaderConfig. Add [BonTarget] or force it */,
|
||||
AssetHandle = 9886473966965265328
|
||||
}
|
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@@ -9,8 +9,8 @@
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AddressModeU = .Clamp,
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AddressModeV = .Clamp,
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AddressModeW = .Clamp,
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MipMinLOD = -340282346638528859811704183484516925440,
|
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MipMaxLOD = 340282346638528859811704183484516925440,
|
||||
MipMinLOD = -3.40282347e+38,
|
||||
MipMaxLOD = 3.40282347e+38,
|
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MaxAnisotropy = 1,
|
||||
BorderColor = {
|
||||
R = 1,
|
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@@ -19,5 +19,6 @@
|
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A = 1
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}
|
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}
|
||||
}
|
||||
},
|
||||
AssetHandle = 14357509390762845070
|
||||
}
|
||||
@@ -1,7 +1,6 @@
|
||||
{
|
||||
AssetLoader = "EditorTextureAssetLoader",
|
||||
Config = (GlitchyEditor.Assets.EditorTextureAssetLoaderConfig){
|
||||
_isSrgb = true,
|
||||
_samplerStateDescription = {
|
||||
MinFilter = .Linear,
|
||||
MagFilter = .Linear,
|
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@@ -20,5 +19,6 @@
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A = 1
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}
|
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}
|
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}
|
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},
|
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AssetHandle = 5635535744559587375
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||||
}
|
||||
@@ -1,15 +1,16 @@
|
||||
{
|
||||
AssetLoader = "EditorTextureAssetLoader",
|
||||
Config = (GlitchyEditor.Assets.EditorTextureAssetLoaderConfig){
|
||||
_isSrgb = true,
|
||||
_samplerStateDescription = {
|
||||
MinFilter = .Linear,
|
||||
MagFilter = .Linear,
|
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MipFilter = .Linear,
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ComparisonFunction = .Never,
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AddressModeU = .Clamp,
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AddressModeV = .Clamp,
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AddressModeW = .Clamp,
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MipMinLOD = -340282346638528859811704183484516925440,
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MipMaxLOD = 340282346638528859811704183484516925440,
|
||||
MipMinLOD = -3.40282347e+38,
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||||
MipMaxLOD = 3.40282347e+38,
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||||
MaxAnisotropy = 1,
|
||||
BorderColor = {
|
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R = 1,
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@@ -18,5 +19,6 @@
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A = 1
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}
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}
|
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}
|
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},
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AssetHandle = 10807131213209469263
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}
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@@ -1,7 +1,6 @@
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{
|
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AssetLoader = "EditorTextureAssetLoader",
|
||||
Config = (GlitchyEditor.Assets.EditorTextureAssetLoaderConfig){
|
||||
_isSrgb = true,
|
||||
_samplerStateDescription = {
|
||||
MinFilter = .Linear,
|
||||
MagFilter = .Linear,
|
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@@ -10,8 +9,8 @@
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AddressModeU = .Clamp,
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AddressModeV = .Clamp,
|
||||
AddressModeW = .Clamp,
|
||||
MipMinLOD = -Infinity,
|
||||
MipMaxLOD = Infinity,
|
||||
MipMinLOD = -3.40282347e+38,
|
||||
MipMaxLOD = 3.40282347e+38,
|
||||
MaxAnisotropy = 1,
|
||||
BorderColor = {
|
||||
R = 1,
|
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@@ -20,5 +19,6 @@
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A = 1
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}
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}
|
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}
|
||||
},
|
||||
AssetHandle = 5889819840498959425
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||||
}
|
||||
@@ -0,0 +1 @@
|
||||
{_recentScenes=["Assets\\Scenes\\physics2D.scene"]}
|
||||
@@ -0,0 +1,11 @@
|
||||
{
|
||||
AssetLoader = null,
|
||||
Config = null,
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||||
Importer = null,
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||||
ImporterConfig = null,
|
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Processor = null,
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ProcessorConfig = null,
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Exporter = null,
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ExporterConfig = null,
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AssetHandle = 9434890118063137951
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}
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@@ -0,0 +1,5 @@
|
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{
|
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Effect = 7757902626263730438,
|
||||
Textures = [],
|
||||
Constants = []
|
||||
}
|
||||
@@ -0,0 +1,13 @@
|
||||
{
|
||||
AssetLoader = null,
|
||||
Config = null,
|
||||
Importer = "MaterialImporter",
|
||||
ImporterConfig = null,
|
||||
Processor = null,
|
||||
ProcessorConfig = null,
|
||||
Exporter = null,
|
||||
ExporterConfig = {
|
||||
_compression = .None
|
||||
},
|
||||
AssetHandle = 14657247797693923776
|
||||
}
|
||||
@@ -0,0 +1,5 @@
|
||||
{
|
||||
Effect = 2172704887168568810,
|
||||
Textures = [],
|
||||
Constants = []
|
||||
}
|
||||
@@ -0,0 +1,13 @@
|
||||
{
|
||||
AssetLoader = null,
|
||||
Config = null,
|
||||
Importer = "MaterialImporter",
|
||||
ImporterConfig = null,
|
||||
Processor = null,
|
||||
ProcessorConfig = null,
|
||||
Exporter = null,
|
||||
ExporterConfig = {
|
||||
_compression = .None
|
||||
},
|
||||
AssetHandle = 15110879072477854834
|
||||
}
|
||||
@@ -1 +1,401 @@
|
||||
# Ignore user Settings
|
||||
project_user.bon
|
||||
|
||||
## Ignore Visual Studio temporary files, build results, and
|
||||
## files generated by popular Visual Studio add-ons.
|
||||
##
|
||||
## Get latest from https://github.com/github/gitignore/blob/main/VisualStudio.gitignore
|
||||
|
||||
# User-specific files
|
||||
*.rsuser
|
||||
*.suo
|
||||
*.user
|
||||
*.userosscache
|
||||
*.sln.docstates
|
||||
|
||||
# User-specific files (MonoDevelop/Xamarin Studio)
|
||||
*.userprefs
|
||||
|
||||
# Mono auto generated files
|
||||
mono_crash.*
|
||||
|
||||
# Build results
|
||||
[Dd]ebug/
|
||||
[Dd]ebugPublic/
|
||||
[Rr]elease/
|
||||
[Rr]eleases/
|
||||
x64/
|
||||
x86/
|
||||
[Ww][Ii][Nn]32/
|
||||
[Aa][Rr][Mm]/
|
||||
[Aa][Rr][Mm]64/
|
||||
bld/
|
||||
[Bb]in/
|
||||
[Oo]bj/
|
||||
[Ll]og/
|
||||
[Ll]ogs/
|
||||
|
||||
# Visual Studio 2015/2017 cache/options directory
|
||||
.vs/
|
||||
# Uncomment if you have tasks that create the project's static files in wwwroot
|
||||
#wwwroot/
|
||||
|
||||
# Visual Studio 2017 auto generated files
|
||||
Generated\ Files/
|
||||
|
||||
# MSTest test Results
|
||||
[Tt]est[Rr]esult*/
|
||||
[Bb]uild[Ll]og.*
|
||||
|
||||
# NUnit
|
||||
*.VisualState.xml
|
||||
TestResult.xml
|
||||
nunit-*.xml
|
||||
|
||||
# Build Results of an ATL Project
|
||||
[Dd]ebugPS/
|
||||
[Rr]eleasePS/
|
||||
dlldata.c
|
||||
|
||||
# Benchmark Results
|
||||
BenchmarkDotNet.Artifacts/
|
||||
|
||||
# .NET Core
|
||||
project.lock.json
|
||||
project.fragment.lock.json
|
||||
artifacts/
|
||||
|
||||
# ASP.NET Scaffolding
|
||||
ScaffoldingReadMe.txt
|
||||
|
||||
# StyleCop
|
||||
StyleCopReport.xml
|
||||
|
||||
# Files built by Visual Studio
|
||||
*_i.c
|
||||
*_p.c
|
||||
*_h.h
|
||||
*.ilk
|
||||
*.meta
|
||||
*.obj
|
||||
*.iobj
|
||||
*.pch
|
||||
*.pdb
|
||||
*.ipdb
|
||||
*.pgc
|
||||
*.pgd
|
||||
*.rsp
|
||||
*.sbr
|
||||
*.tlb
|
||||
*.tli
|
||||
*.tlh
|
||||
*.tmp
|
||||
*.tmp_proj
|
||||
*_wpftmp.csproj
|
||||
*.log
|
||||
*.tlog
|
||||
*.vspscc
|
||||
*.vssscc
|
||||
.builds
|
||||
*.pidb
|
||||
*.svclog
|
||||
*.scc
|
||||
|
||||
# Chutzpah Test files
|
||||
_Chutzpah*
|
||||
|
||||
# Visual C++ cache files
|
||||
ipch/
|
||||
*.aps
|
||||
*.ncb
|
||||
*.opendb
|
||||
*.opensdf
|
||||
*.sdf
|
||||
*.cachefile
|
||||
*.VC.db
|
||||
*.VC.VC.opendb
|
||||
|
||||
# Visual Studio profiler
|
||||
*.psess
|
||||
*.vsp
|
||||
*.vspx
|
||||
*.sap
|
||||
|
||||
# Visual Studio Trace Files
|
||||
*.e2e
|
||||
|
||||
# TFS 2012 Local Workspace
|
||||
$tf/
|
||||
|
||||
# Guidance Automation Toolkit
|
||||
*.gpState
|
||||
|
||||
# ReSharper is a .NET coding add-in
|
||||
_ReSharper*/
|
||||
*.[Rr]e[Ss]harper
|
||||
*.DotSettings.user
|
||||
|
||||
# TeamCity is a build add-in
|
||||
_TeamCity*
|
||||
|
||||
# DotCover is a Code Coverage Tool
|
||||
*.dotCover
|
||||
|
||||
# AxoCover is a Code Coverage Tool
|
||||
.axoCover/*
|
||||
!.axoCover/settings.json
|
||||
|
||||
# Coverlet is a free, cross platform Code Coverage Tool
|
||||
coverage*.json
|
||||
coverage*.xml
|
||||
coverage*.info
|
||||
|
||||
# Visual Studio code coverage results
|
||||
*.coverage
|
||||
*.coveragexml
|
||||
|
||||
# NCrunch
|
||||
_NCrunch_*
|
||||
.*crunch*.local.xml
|
||||
nCrunchTemp_*
|
||||
|
||||
# MightyMoose
|
||||
*.mm.*
|
||||
AutoTest.Net/
|
||||
|
||||
# Web workbench (sass)
|
||||
.sass-cache/
|
||||
|
||||
# Installshield output folder
|
||||
[Ee]xpress/
|
||||
|
||||
# DocProject is a documentation generator add-in
|
||||
DocProject/buildhelp/
|
||||
DocProject/Help/*.HxT
|
||||
DocProject/Help/*.HxC
|
||||
DocProject/Help/*.hhc
|
||||
DocProject/Help/*.hhk
|
||||
DocProject/Help/*.hhp
|
||||
DocProject/Help/Html2
|
||||
DocProject/Help/html
|
||||
|
||||
# Click-Once directory
|
||||
publish/
|
||||
|
||||
# Publish Web Output
|
||||
*.[Pp]ublish.xml
|
||||
*.azurePubxml
|
||||
# Note: Comment the next line if you want to checkin your web deploy settings,
|
||||
# but database connection strings (with potential passwords) will be unencrypted
|
||||
*.pubxml
|
||||
*.publishproj
|
||||
|
||||
# Microsoft Azure Web App publish settings. Comment the next line if you want to
|
||||
# checkin your Azure Web App publish settings, but sensitive information contained
|
||||
# in these scripts will be unencrypted
|
||||
PublishScripts/
|
||||
|
||||
# NuGet Packages
|
||||
*.nupkg
|
||||
# NuGet Symbol Packages
|
||||
*.snupkg
|
||||
# The packages folder can be ignored because of Package Restore
|
||||
**/[Pp]ackages/*
|
||||
# except build/, which is used as an MSBuild target.
|
||||
!**/[Pp]ackages/build/
|
||||
# Uncomment if necessary however generally it will be regenerated when needed
|
||||
#!**/[Pp]ackages/repositories.config
|
||||
# NuGet v3's project.json files produces more ignorable files
|
||||
*.nuget.props
|
||||
*.nuget.targets
|
||||
|
||||
# Microsoft Azure Build Output
|
||||
csx/
|
||||
*.build.csdef
|
||||
|
||||
# Microsoft Azure Emulator
|
||||
ecf/
|
||||
rcf/
|
||||
|
||||
# Windows Store app package directories and files
|
||||
AppPackages/
|
||||
BundleArtifacts/
|
||||
Package.StoreAssociation.xml
|
||||
_pkginfo.txt
|
||||
*.appx
|
||||
*.appxbundle
|
||||
*.appxupload
|
||||
|
||||
# Visual Studio cache files
|
||||
# files ending in .cache can be ignored
|
||||
*.[Cc]ache
|
||||
# but keep track of directories ending in .cache
|
||||
!?*.[Cc]ache/
|
||||
|
||||
# Others
|
||||
ClientBin/
|
||||
~$*
|
||||
*~
|
||||
*.dbmdl
|
||||
*.dbproj.schemaview
|
||||
*.jfm
|
||||
*.pfx
|
||||
*.publishsettings
|
||||
orleans.codegen.cs
|
||||
|
||||
# Including strong name files can present a security risk
|
||||
# (https://github.com/github/gitignore/pull/2483#issue-259490424)
|
||||
#*.snk
|
||||
|
||||
# Since there are multiple workflows, uncomment next line to ignore bower_components
|
||||
# (https://github.com/github/gitignore/pull/1529#issuecomment-104372622)
|
||||
#bower_components/
|
||||
|
||||
# RIA/Silverlight projects
|
||||
Generated_Code/
|
||||
|
||||
# Backup & report files from converting an old project file
|
||||
# to a newer Visual Studio version. Backup files are not needed,
|
||||
# because we have git ;-)
|
||||
_UpgradeReport_Files/
|
||||
Backup*/
|
||||
UpgradeLog*.XML
|
||||
UpgradeLog*.htm
|
||||
ServiceFabricBackup/
|
||||
*.rptproj.bak
|
||||
|
||||
# SQL Server files
|
||||
*.mdf
|
||||
*.ldf
|
||||
*.ndf
|
||||
|
||||
# Business Intelligence projects
|
||||
*.rdl.data
|
||||
*.bim.layout
|
||||
*.bim_*.settings
|
||||
*.rptproj.rsuser
|
||||
*- [Bb]ackup.rdl
|
||||
*- [Bb]ackup ([0-9]).rdl
|
||||
*- [Bb]ackup ([0-9][0-9]).rdl
|
||||
|
||||
# Microsoft Fakes
|
||||
FakesAssemblies/
|
||||
|
||||
# GhostDoc plugin setting file
|
||||
*.GhostDoc.xml
|
||||
|
||||
# Node.js Tools for Visual Studio
|
||||
.ntvs_analysis.dat
|
||||
node_modules/
|
||||
|
||||
# Visual Studio 6 build log
|
||||
*.plg
|
||||
|
||||
# Visual Studio 6 workspace options file
|
||||
*.opt
|
||||
|
||||
# Visual Studio 6 auto-generated workspace file (contains which files were open etc.)
|
||||
*.vbw
|
||||
|
||||
# Visual Studio 6 auto-generated project file (contains which files were open etc.)
|
||||
*.vbp
|
||||
|
||||
# Visual Studio 6 workspace and project file (working project files containing files to include in project)
|
||||
*.dsw
|
||||
*.dsp
|
||||
|
||||
# Visual Studio 6 technical files
|
||||
*.ncb
|
||||
*.aps
|
||||
|
||||
# Visual Studio LightSwitch build output
|
||||
**/*.HTMLClient/GeneratedArtifacts
|
||||
**/*.DesktopClient/GeneratedArtifacts
|
||||
**/*.DesktopClient/ModelManifest.xml
|
||||
**/*.Server/GeneratedArtifacts
|
||||
**/*.Server/ModelManifest.xml
|
||||
_Pvt_Extensions
|
||||
|
||||
# Paket dependency manager
|
||||
.paket/paket.exe
|
||||
paket-files/
|
||||
|
||||
# FAKE - F# Make
|
||||
.fake/
|
||||
|
||||
# CodeRush personal settings
|
||||
.cr/personal
|
||||
|
||||
# Python Tools for Visual Studio (PTVS)
|
||||
__pycache__/
|
||||
*.pyc
|
||||
|
||||
# Cake - Uncomment if you are using it
|
||||
# tools/**
|
||||
# !tools/packages.config
|
||||
|
||||
# Tabs Studio
|
||||
*.tss
|
||||
|
||||
# Telerik's JustMock configuration file
|
||||
*.jmconfig
|
||||
|
||||
# BizTalk build output
|
||||
*.btp.cs
|
||||
*.btm.cs
|
||||
*.odx.cs
|
||||
*.xsd.cs
|
||||
|
||||
# OpenCover UI analysis results
|
||||
OpenCover/
|
||||
|
||||
# Azure Stream Analytics local run output
|
||||
ASALocalRun/
|
||||
|
||||
# MSBuild Binary and Structured Log
|
||||
*.binlog
|
||||
|
||||
# NVidia Nsight GPU debugger configuration file
|
||||
*.nvuser
|
||||
|
||||
# MFractors (Xamarin productivity tool) working folder
|
||||
.mfractor/
|
||||
|
||||
# Local History for Visual Studio
|
||||
.localhistory/
|
||||
|
||||
# Visual Studio History (VSHistory) files
|
||||
.vshistory/
|
||||
|
||||
# BeatPulse healthcheck temp database
|
||||
healthchecksdb
|
||||
|
||||
# Backup folder for Package Reference Convert tool in Visual Studio 2017
|
||||
MigrationBackup/
|
||||
|
||||
# Ionide (cross platform F# VS Code tools) working folder
|
||||
.ionide/
|
||||
|
||||
# Fody - auto-generated XML schema
|
||||
FodyWeavers.xsd
|
||||
|
||||
# VS Code files for those working on multiple tools
|
||||
.vscode/*
|
||||
!.vscode/settings.json
|
||||
!.vscode/tasks.json
|
||||
!.vscode/launch.json
|
||||
!.vscode/extensions.json
|
||||
*.code-workspace
|
||||
|
||||
# Local History for Visual Studio Code
|
||||
.history/
|
||||
|
||||
# Windows Installer files from build outputs
|
||||
*.cab
|
||||
*.msi
|
||||
*.msix
|
||||
*.msm
|
||||
*.msp
|
||||
|
||||
# JetBrains Rider
|
||||
*.sln.iml
|
||||
|
||||
@@ -0,0 +1,11 @@
|
||||
{
|
||||
AssetLoader = null,
|
||||
Config = null,
|
||||
Importer = null,
|
||||
ImporterConfig = null,
|
||||
Processor = null,
|
||||
ProcessorConfig = null,
|
||||
Exporter = null,
|
||||
ExporterConfig = null,
|
||||
AssetHandle = 12886429392536704724
|
||||
}
|
||||
@@ -1,36 +0,0 @@
|
||||
using System.Reflection;
|
||||
using System.Runtime.CompilerServices;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
// Allgemeine Informationen über eine Assembly werden über die folgenden
|
||||
// Attribute gesteuert. Ändern Sie diese Attributwerte, um die Informationen zu ändern,
|
||||
// die einer Assembly zugeordnet sind.
|
||||
[assembly: AssemblyTitle("[ProjectName]")]
|
||||
[assembly: AssemblyDescription("")]
|
||||
[assembly: AssemblyConfiguration("")]
|
||||
[assembly: AssemblyCompany("")]
|
||||
[assembly: AssemblyProduct("[ProjectName]")]
|
||||
[assembly: AssemblyCopyright("Copyright © 2023")]
|
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[assembly: AssemblyTrademark("")]
|
||||
[assembly: AssemblyCulture("")]
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||||
|
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// Durch Festlegen von ComVisible auf FALSE werden die Typen in dieser Assembly
|
||||
// für COM-Komponenten unsichtbar. Wenn Sie auf einen Typ in dieser Assembly von
|
||||
// COM aus zugreifen müssen, sollten Sie das ComVisible-Attribut für diesen Typ auf "True" festlegen.
|
||||
[assembly: ComVisible(false)]
|
||||
|
||||
// Die folgende GUID bestimmt die ID der Typbibliothek, wenn dieses Projekt für COM verfügbar gemacht wird
|
||||
[assembly: Guid("7a70819c-5317-402a-8553-95c5a001e370")]
|
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|
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// Versionsinformationen für eine Assembly bestehen aus den folgenden vier Werten:
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//
|
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// Hauptversion
|
||||
// Nebenversion
|
||||
// Buildnummer
|
||||
// Revision
|
||||
//
|
||||
// Sie können alle Werte angeben oder Standardwerte für die Build- und Revisionsnummern verwenden,
|
||||
// indem Sie "*" wie unten gezeigt eingeben:
|
||||
// [assembly: AssemblyVersion("1.0.*")]
|
||||
[assembly: AssemblyVersion("1.0.0.0")]
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[assembly: AssemblyFileVersion("1.0.0.0")]
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@@ -1,53 +0,0 @@
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<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
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<PropertyGroup>
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<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
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<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
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<ProjectGuid>{7A70819C-5317-402A-8553-95C5A001E370}</ProjectGuid>
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<OutputType>Library</OutputType>
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<AppDesignerFolder>Properties</AppDesignerFolder>
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<RootNamespace>[ProjectName]</RootNamespace>
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<AssemblyName>[ProjectName]</AssemblyName>
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<TargetFrameworkVersion>v4.7.2</TargetFrameworkVersion>
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<FileAlignment>512</FileAlignment>
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<Deterministic>true</Deterministic>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
|
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<DebugSymbols>true</DebugSymbols>
|
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<DebugType>portable</DebugType>
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<Optimize>false</Optimize>
|
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<OutputPath>bin\</OutputPath>
|
||||
<DefineConstants>DEBUG;TRACE</DefineConstants>
|
||||
<ErrorReport>prompt</ErrorReport>
|
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<WarningLevel>4</WarningLevel>
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<LangVersion>default</LangVersion>
|
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</PropertyGroup>
|
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
|
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<DebugType>pdbonly</DebugType>
|
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<Optimize>true</Optimize>
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<OutputPath>bin\</OutputPath>
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<DefineConstants>TRACE</DefineConstants>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
|
||||
<LangVersion>default</LangVersion>
|
||||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<Reference Include="ScriptCore, Version=1.0.0.0, Culture=neutral, processorArchitecture=MSIL">
|
||||
<SpecificVersion>False</SpecificVersion>
|
||||
<HintPath>[CoreLibPath]</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System" />
|
||||
<Reference Include="System.Core" />
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<Reference Include="System.Xml.Linq" />
|
||||
<Reference Include="System.Data.DataSetExtensions" />
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<Reference Include="Microsoft.CSharp" />
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<Reference Include="System.Data" />
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<Reference Include="System.Net.Http" />
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<Reference Include="System.Xml" />
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</ItemGroup>
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<ItemGroup>
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<Compile Include="Properties\AssemblyInfo.cs" />
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</ItemGroup>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
|
||||
</Project>
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@@ -1,25 +0,0 @@
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||||
|
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Microsoft Visual Studio Solution File, Format Version 12.00
|
||||
# Visual Studio Version 17
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||||
VisualStudioVersion = 17.4.33205.214
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MinimumVisualStudioVersion = 10.0.40219.1
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "[ProjectName]", "[ProjectName].csproj", "{7A70819C-5317-402A-8553-95C5A001E370}"
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EndProject
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Global
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||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
Debug|Any CPU = Debug|Any CPU
|
||||
Release|Any CPU = Release|Any CPU
|
||||
EndGlobalSection
|
||||
GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
||||
{7A70819C-5317-402A-8553-95C5A001E370}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{7A70819C-5317-402A-8553-95C5A001E370}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
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{7A70819C-5317-402A-8553-95C5A001E370}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{7A70819C-5317-402A-8553-95C5A001E370}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
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||||
HideSolutionNode = FALSE
|
||||
EndGlobalSection
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||||
GlobalSection(ExtensibilityGlobals) = postSolution
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||||
SolutionGuid = {B5D43D8D-D80B-41AA-BE40-1DC507D87148}
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EndGlobalSection
|
||||
EndGlobal
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@@ -0,0 +1,19 @@
|
||||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
<PropertyGroup>
|
||||
<!-- General configuration -->
|
||||
<AssemblyTitle>[ProjectName]</AssemblyTitle>
|
||||
<TargetFramework>net9.0</TargetFramework>
|
||||
<OutputType>Library</OutputType>
|
||||
<Nullable>enable</Nullable>
|
||||
<!-- Define the output path -->
|
||||
<AppendTargetFrameworkToOutputPath>false</AppendTargetFrameworkToOutputPath>
|
||||
<OutputPath>./.cache/bin/</OutputPath>
|
||||
<!-- Generates a runtimeconfig-file and copies nuget references to the output -->
|
||||
<EnableDynamicLoading>true</EnableDynamicLoading>
|
||||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<Reference Include="ScriptCore" OutputItemType="Analyzer" ReferenceOutputAssembly="true">
|
||||
<HintPath>/ScriptCore.dll</HintPath>
|
||||
</Reference>
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</ItemGroup>
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</Project>
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@@ -0,0 +1,11 @@
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{
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AssetLoader = null,
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Config = null,
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Importer = null,
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ImporterConfig = null,
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Processor = null,
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ProcessorConfig = null,
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Exporter = null,
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ExporterConfig = null,
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AssetHandle = 17767079304205108419
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}
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@@ -0,0 +1,3 @@
|
||||
<Solution>
|
||||
<Project Path="[ProjectName].csproj" />
|
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</Solution>
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@@ -0,0 +1,11 @@
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{
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AssetLoader = null,
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Config = null,
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Importer = null,
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ImporterConfig = null,
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Processor = null,
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ProcessorConfig = null,
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Exporter = null,
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ExporterConfig = null,
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AssetHandle = 15274144675004602184
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}
|
||||
@@ -1,4 +1,11 @@
|
||||
{
|
||||
AssetLoader = "EffectAssetLoader",
|
||||
Config = (GlitchyEditor.Assets.EffectAssetLoaderConfig){}
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||||
AssetLoader = null,
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Config = null,
|
||||
Importer = null,
|
||||
ImporterConfig = null,
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Processor = null,
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ProcessorConfig = null,
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Exporter = null,
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ExporterConfig = null,
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AssetHandle = 928998782684229984
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||||
}
|
||||
@@ -0,0 +1,13 @@
|
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{
|
||||
AssetLoader = null,
|
||||
Config = null,
|
||||
Importer = "ShaderImporter",
|
||||
ImporterConfig = null,
|
||||
Processor = null,
|
||||
ProcessorConfig = null,
|
||||
Exporter = null,
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||||
ExporterConfig = {
|
||||
_compression = .None
|
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},
|
||||
AssetHandle = 3971197750817239312
|
||||
}
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||||
@@ -1,4 +0,0 @@
|
||||
{
|
||||
AssetLoader = "EffectAssetLoader",
|
||||
Config = (GlitchyEditor.Assets.EffectAssetLoaderConfig){}
|
||||
}
|
||||
+2
@@ -1,3 +1,5 @@
|
||||
// TODO: General pipeline for post processing effects
|
||||
|
||||
Texture2D Texture : register(t0);
|
||||
SamplerState TextureSampler : register(s0);
|
||||
|
||||
@@ -0,0 +1,13 @@
|
||||
{
|
||||
AssetLoader = null,
|
||||
Config = null,
|
||||
Importer = "ShaderImporter",
|
||||
ImporterConfig = null,
|
||||
Processor = null,
|
||||
ProcessorConfig = null,
|
||||
Exporter = null,
|
||||
ExporterConfig = {
|
||||
_compression = .None
|
||||
},
|
||||
AssetHandle = 315199643377983302
|
||||
}
|
||||
@@ -1,4 +0,0 @@
|
||||
{
|
||||
AssetLoader = "EffectAssetLoader",
|
||||
Config = (GlitchyEditor.Assets.EffectAssetLoaderConfig){}
|
||||
}
|
||||
@@ -1,4 +1,11 @@
|
||||
{
|
||||
AssetLoader = "EffectAssetLoader",
|
||||
Config = (GlitchyEditor.Assets.EffectAssetLoaderConfig){}/* No reflection data for GlitchyEditor.Assets.EffectAssetLoaderConfig. Add [BonTarget] or force it */
|
||||
AssetLoader = null,
|
||||
Config = null,
|
||||
Importer = null,
|
||||
ImporterConfig = null,
|
||||
Processor = null,
|
||||
ProcessorConfig = null,
|
||||
Exporter = null,
|
||||
ExporterConfig = null,
|
||||
AssetHandle = 8508337008960456447
|
||||
}
|
||||
@@ -0,0 +1,74 @@
|
||||
#pragma EngineBuffer[ Name = "SceneConstants"; Binding = "Scene" ]
|
||||
/**
|
||||
* Contains constants that apply to the current scene.
|
||||
*/
|
||||
cbuffer SceneConstants : register(b0)
|
||||
{
|
||||
/**
|
||||
* View projection matrix of the active camera.
|
||||
*/
|
||||
float4x4 ViewProjection;
|
||||
}
|
||||
|
||||
/**
|
||||
* Contains the data provided by the engine for a 2D vertex shader.
|
||||
*/
|
||||
struct VS_Input
|
||||
{
|
||||
// Geometry
|
||||
|
||||
/**
|
||||
* Vertex position
|
||||
*/
|
||||
float2 Position : POSITION;
|
||||
/**
|
||||
* Vertex texture coordinate
|
||||
*/
|
||||
float2 Texcoord : TEXCOORD0;
|
||||
|
||||
// Instance data
|
||||
/**
|
||||
* model to world transform matrix of the current quad.
|
||||
*/
|
||||
float4x4 Transform : TRANSFORM;
|
||||
/**
|
||||
* Color of the current quad.
|
||||
*/
|
||||
float4 Color : COLOR;
|
||||
/**
|
||||
* model to world transform matrix of the current quad.
|
||||
*/
|
||||
float4 UVTransform : TEXCOORD1;
|
||||
#ifdef EDITOR
|
||||
/**
|
||||
* The ECS ID of the entity associated with the current quad.
|
||||
*/
|
||||
uint EntityId : ENTITYID;
|
||||
#endif
|
||||
};
|
||||
|
||||
/**
|
||||
* Contains the output data of the vertex shader that will be passed into the pixel shader.
|
||||
*/
|
||||
typedef struct PS_Input
|
||||
{
|
||||
/**
|
||||
* The screen space position of the current vertex.
|
||||
*/
|
||||
float4 Position : SV_Position;
|
||||
/**
|
||||
* The transformed texture coordinates of the current vertex.
|
||||
*/
|
||||
float2 Texcoord : TEXCOORD;
|
||||
/**
|
||||
* The color of the current vertex.
|
||||
*/
|
||||
float4 Color : COLOR;
|
||||
#ifdef EDITOR
|
||||
/**
|
||||
* The ECS ID of the entity associated with the current quad.
|
||||
* This should always just be passed through.
|
||||
*/
|
||||
nointerpolation uint EntityId : ENTITYID;
|
||||
#endif
|
||||
} VS_Output;
|
||||
@@ -0,0 +1,11 @@
|
||||
{
|
||||
AssetLoader = null,
|
||||
Config = null,
|
||||
Importer = null,
|
||||
ImporterConfig = null,
|
||||
Processor = null,
|
||||
ProcessorConfig = null,
|
||||
Exporter = null,
|
||||
ExporterConfig = null,
|
||||
AssetHandle = 15977579743485633133
|
||||
}
|
||||
@@ -1,4 +1,11 @@
|
||||
{
|
||||
AssetLoader = "EffectAssetLoader",
|
||||
Config = (GlitchyEditor.Assets.EffectAssetLoaderConfig){}
|
||||
AssetLoader = null,
|
||||
Config = null,
|
||||
Importer = null,
|
||||
ImporterConfig = null,
|
||||
Processor = null,
|
||||
ProcessorConfig = null,
|
||||
Exporter = null,
|
||||
ExporterConfig = null,
|
||||
AssetHandle = 5789702360838490150
|
||||
}
|
||||
@@ -1,4 +1,11 @@
|
||||
{
|
||||
AssetLoader = "EffectAssetLoader",
|
||||
Config = (GlitchyEditor.Assets.EffectAssetLoaderConfig){}
|
||||
AssetLoader = null,
|
||||
Config = null,
|
||||
Importer = null,
|
||||
ImporterConfig = null,
|
||||
Processor = null,
|
||||
ProcessorConfig = null,
|
||||
Exporter = null,
|
||||
ExporterConfig = null,
|
||||
AssetHandle = 13875759478508290092
|
||||
}
|
||||
@@ -0,0 +1,28 @@
|
||||
#include "GlitchyEngine.hlsl"
|
||||
|
||||
struct VS_IN
|
||||
{
|
||||
float3 Position : POSITION;
|
||||
};
|
||||
|
||||
struct PS_IN
|
||||
{
|
||||
float4 Position : SV_POSITION;
|
||||
};
|
||||
|
||||
PS_IN VS(VS_IN input)
|
||||
{
|
||||
PS_IN output;
|
||||
|
||||
float4 worldPosition = mul(Transform, float4(input.Position, 1));
|
||||
output.Position = mul(ViewProjection, worldPosition);
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
float4 PS(PS_IN input) : SV_TARGET
|
||||
{
|
||||
return float4(1, 0, 1, 1);
|
||||
}
|
||||
|
||||
#pragma Effect[VS = VS; PS = PS]
|
||||
@@ -0,0 +1,11 @@
|
||||
{
|
||||
AssetLoader = null,
|
||||
Config = null,
|
||||
Importer = "ShaderImporter",
|
||||
ImporterConfig = null,
|
||||
Processor = null,
|
||||
ProcessorConfig = null,
|
||||
Exporter = null,
|
||||
ExporterConfig = null,
|
||||
AssetHandle = 652951988555027469
|
||||
}
|
||||
@@ -0,0 +1,28 @@
|
||||
#include "GlitchyEngine.hlsl"
|
||||
|
||||
struct VS_IN
|
||||
{
|
||||
float3 Position : POSITION;
|
||||
};
|
||||
|
||||
struct PS_IN
|
||||
{
|
||||
float4 Position : SV_POSITION;
|
||||
};
|
||||
|
||||
PS_IN VS(VS_IN input)
|
||||
{
|
||||
PS_IN output;
|
||||
|
||||
float4 worldPosition = mul(Transform, float4(input.Position, 1));
|
||||
output.Position = mul(ViewProjection, worldPosition);
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
float4 PS(PS_IN input) : SV_TARGET
|
||||
{
|
||||
return float4(0, 1, 1, 1);
|
||||
}
|
||||
|
||||
#pragma Effect[VS = VS; PS = PS]
|
||||
@@ -0,0 +1,11 @@
|
||||
{
|
||||
AssetLoader = null,
|
||||
Config = null,
|
||||
Importer = "ShaderImporter",
|
||||
ImporterConfig = null,
|
||||
Processor = null,
|
||||
ProcessorConfig = null,
|
||||
Exporter = null,
|
||||
ExporterConfig = null,
|
||||
AssetHandle = 3052446500956620342
|
||||
}
|
||||
@@ -0,0 +1,178 @@
|
||||
#include "ShaderHelpers.hlsl"
|
||||
|
||||
Texture2DArray Texture : register(t0);
|
||||
SamplerState Sampler : register(s0);
|
||||
|
||||
Texture2DArray<int4> IntTexture : register(t1);
|
||||
SamplerState IntSampler : register(s1);
|
||||
|
||||
Texture2DArray<uint4> UIntTexture : register(t2);
|
||||
SamplerState UIntSampler : register(s2);
|
||||
|
||||
#define SWIZZLE_ZERO 0
|
||||
#define SWIZZLE_ONE 1
|
||||
#define SWIZZLE_R 2
|
||||
#define SWIZZLE_G 3
|
||||
#define SWIZZLE_B 4
|
||||
#define SWIZZLE_A 5
|
||||
#define SWIZZLE_ONE_MINUS_R 6
|
||||
#define SWIZZLE_ONE_MINUS_G 7
|
||||
#define SWIZZLE_ONE_MINUS_B 8
|
||||
#define SWIZZLE_ONE_MINUS_A 9
|
||||
|
||||
cbuffer Constants
|
||||
{
|
||||
float ColorOffset = 0.5;
|
||||
float AlphaOffset = 0.0;
|
||||
float ColorScale = 0.5;
|
||||
float AlphaScale = 1.0;
|
||||
|
||||
float MipLevel = 0.0;
|
||||
float ArraySlice = 0.0;
|
||||
|
||||
// 0: Float | 1: Int | 2: Uint
|
||||
int Mode = 0;
|
||||
|
||||
int4 Swizzle = int4(SWIZZLE_R, SWIZZLE_G, SWIZZLE_B, SWIZZLE_A);
|
||||
|
||||
float2 Texels;
|
||||
|
||||
float4x4 WorldViewProjection;
|
||||
|
||||
bool ShowTexelBorders = true;
|
||||
float TexelBorderCutoff = 10;
|
||||
}
|
||||
|
||||
struct VS_Input
|
||||
{
|
||||
float2 Position : POSITION;
|
||||
float2 Texcoord : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct PS_Input
|
||||
{
|
||||
float4 Position : SV_Position;
|
||||
float2 Texcoord : TEXCOORD0;
|
||||
};
|
||||
|
||||
PS_Input VS(VS_Input input)
|
||||
{
|
||||
PS_Input output;
|
||||
|
||||
output.Position = mul(WorldViewProjection, float4(input.Position, 0.0f, 1.0f));
|
||||
output.Texcoord = input.Texcoord;
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
void SwizzleColor(int swizzleMode, float4 colorToSwizzle, inout float output)
|
||||
{
|
||||
switch (swizzleMode)
|
||||
{
|
||||
case SWIZZLE_ZERO:
|
||||
output = 0.0;
|
||||
break;
|
||||
case SWIZZLE_ONE:
|
||||
output = 1.0;
|
||||
break;
|
||||
case SWIZZLE_R:
|
||||
output = colorToSwizzle.r;
|
||||
break;
|
||||
case SWIZZLE_G:
|
||||
output = colorToSwizzle.g;
|
||||
break;
|
||||
case SWIZZLE_B:
|
||||
output = colorToSwizzle.b;
|
||||
break;
|
||||
case SWIZZLE_A:
|
||||
output = colorToSwizzle.a;
|
||||
break;
|
||||
case SWIZZLE_ONE_MINUS_R:
|
||||
output = 1.0 - colorToSwizzle.r;
|
||||
break;
|
||||
case SWIZZLE_ONE_MINUS_G:
|
||||
output = 1.0 - colorToSwizzle.g;
|
||||
break;
|
||||
case SWIZZLE_ONE_MINUS_B:
|
||||
output = 1.0 - colorToSwizzle.b;
|
||||
break;
|
||||
case SWIZZLE_ONE_MINUS_A:
|
||||
output = 1.0 - colorToSwizzle.a;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns whether or not the current pixel lies on the border between two texels.
|
||||
* @param texelPosition The position in texel coordinates [0...Texels)
|
||||
* @param color The sampled color at the current position. This will be modified if the pixel is on a texel border.
|
||||
*/
|
||||
void ApplyTexelBorder(float2 texelPosition, inout float4 color)
|
||||
{
|
||||
// Calculate derivatives of texelPosition -> how many texels to we move if we move one pixel in x/y direction
|
||||
float2 grad = fwidth(texelPosition);
|
||||
float texelsPerPixel = min(grad.x, grad.y);
|
||||
float pixelsPerTexel = 1.0 / texelsPerPixel;
|
||||
|
||||
// Calculate the distance between the screen pixel and the texel border in texels.
|
||||
float2 fracPart = frac(texelPosition);
|
||||
float2 distanceToBorder = min(fracPart, 1.0 - fracPart);
|
||||
|
||||
// One, if texel is closer to border than threshold.
|
||||
// Threshold is half the size of a screen pixel in texel-space.
|
||||
float2 borderTest = step(distanceToBorder, texelsPerPixel / 2.0);
|
||||
//float2 borderTest = saturate(1.0 - distanceToBorder / grad);
|
||||
float isOnLine = max(borderTest.x, borderTest.y);
|
||||
|
||||
float fade = saturate((pixelsPerTexel - TexelBorderCutoff / 2.0) / (TexelBorderCutoff / 2.0));
|
||||
|
||||
// TODO: This can flicker while moving/zooming, because we are by design on a texel border!
|
||||
float luminance = ColorToLuminance(color.rgb);
|
||||
// Ensure the border is always at least 0.5 luminance away from the texel.
|
||||
float4 borderColor = float4(((luminance + 0.5) % 1).xxx, 1.0);
|
||||
|
||||
color = lerp(color, borderColor, isOnLine * fade * 0.8);
|
||||
}
|
||||
|
||||
float4 PS(PS_Input input) : SV_Target0
|
||||
{
|
||||
float4 outputColor;
|
||||
|
||||
float2 texelPosition = input.Texcoord * Texels;
|
||||
|
||||
if (Mode == 0)
|
||||
{
|
||||
//float4 color = Texture.SampleLevel(Sampler, float3(input.Texcoord, ArraySlice), MipLevel);
|
||||
// Quasi next neighbor
|
||||
float4 color = Texture.Load(int4(texelPosition, ArraySlice, MipLevel));
|
||||
outputColor = float4(ColorOffset.xxx, AlphaOffset) + color * float4(ColorScale.xxx, AlphaScale);
|
||||
}
|
||||
else if (Mode == 1)
|
||||
{
|
||||
int4 color = IntTexture.Load(int4(texelPosition, ArraySlice, MipLevel));
|
||||
outputColor = float4(ColorOffset.xxx, AlphaOffset) + color * float4(ColorScale.xxx, AlphaScale);
|
||||
}
|
||||
else if (Mode == 2)
|
||||
{
|
||||
uint4 color = UIntTexture.Load(int4(texelPosition, ArraySlice, MipLevel));
|
||||
outputColor = float4(ColorOffset.xxx, AlphaOffset) + color * float4(ColorScale.xxx, AlphaScale);
|
||||
}
|
||||
|
||||
float4 swizzledOutput = float4(0, 0, 0, 1);
|
||||
|
||||
SwizzleColor(Swizzle.r, outputColor, swizzledOutput.r);
|
||||
SwizzleColor(Swizzle.g, outputColor, swizzledOutput.g);
|
||||
SwizzleColor(Swizzle.b, outputColor, swizzledOutput.b);
|
||||
SwizzleColor(Swizzle.a, outputColor, swizzledOutput.a);
|
||||
|
||||
if (ShowTexelBorders)
|
||||
{
|
||||
ApplyTexelBorder(texelPosition, swizzledOutput);
|
||||
}
|
||||
|
||||
return swizzledOutput;
|
||||
}
|
||||
|
||||
#pragma Effect[VS=VS; PS=PS]
|
||||
@@ -0,0 +1,13 @@
|
||||
{
|
||||
AssetLoader = null,
|
||||
Config = null,
|
||||
Importer = "ShaderImporter",
|
||||
ImporterConfig = null,
|
||||
Processor = null,
|
||||
ProcessorConfig = null,
|
||||
Exporter = null,
|
||||
ExporterConfig = {
|
||||
_compression = .None
|
||||
},
|
||||
AssetHandle = 17953005509950866729
|
||||
}
|
||||
@@ -1,111 +0,0 @@
|
||||
Texture2DArray Texture : register(t0);
|
||||
SamplerState Sampler : register(s0);
|
||||
|
||||
Texture2DArray<int4> IntTexture : register(t1);
|
||||
SamplerState IntSampler : register(s1);
|
||||
|
||||
Texture2DArray<uint4> UIntTexture : register(t2);
|
||||
SamplerState UIntSampler : register(s2);
|
||||
|
||||
#define SWIZZLE_NONE 0
|
||||
#define SWIZZLE_R 1
|
||||
#define SWIZZLE_G 2
|
||||
#define SWIZZLE_B 3
|
||||
#define SWIZZLE_A 4
|
||||
|
||||
cbuffer Constants
|
||||
{
|
||||
float ColorOffset = 0.5;
|
||||
float AlphaOffset = 0.0;
|
||||
float ColorScale = 0.5;
|
||||
float AlphaScale = 1.0;
|
||||
|
||||
float MipLevel = 0.0;
|
||||
float ArraySlice = 0.0;
|
||||
|
||||
// 0: Float | 1: Int | 2: Uint
|
||||
int Mode = 0;
|
||||
|
||||
int4 Swizzle = int4(SWIZZLE_R, SWIZZLE_G, SWIZZLE_B, SWIZZLE_A);
|
||||
|
||||
float2 Texels;
|
||||
|
||||
float4x4 WorldViewProjection;
|
||||
}
|
||||
|
||||
struct VS_Input
|
||||
{
|
||||
float2 Position : POSITION;
|
||||
float2 Texcoord : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct PS_Input
|
||||
{
|
||||
float4 Position : SV_Position;
|
||||
float2 Texcoord : TEXCOORD0;
|
||||
};
|
||||
|
||||
PS_Input VS(VS_Input input)
|
||||
{
|
||||
PS_Input output;
|
||||
|
||||
output.Position = mul(WorldViewProjection, float4(input.Position, 0.0f, 1.0f));
|
||||
output.Texcoord = input.Texcoord;
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
void SwizzleColor(int swizzleMode, float4 colorToSwizzle, inout float output)
|
||||
{
|
||||
switch (swizzleMode)
|
||||
{
|
||||
case SWIZZLE_R:
|
||||
output = colorToSwizzle.r;
|
||||
break;
|
||||
case SWIZZLE_G:
|
||||
output = colorToSwizzle.g;
|
||||
break;
|
||||
case SWIZZLE_B:
|
||||
output = colorToSwizzle.b;
|
||||
break;
|
||||
case SWIZZLE_A:
|
||||
output = colorToSwizzle.a;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
float4 PS(PS_Input input) : SV_Target0
|
||||
{
|
||||
float4 outputColor;
|
||||
|
||||
if (Mode == 0)
|
||||
{
|
||||
//float4 color = Texture.SampleLevel(Sampler, float3(input.Texcoord, ArraySlice), MipLevel);
|
||||
// Quasi next neighbor
|
||||
float4 color = Texture.Load(int4(input.Texcoord * Texels, ArraySlice, MipLevel));
|
||||
outputColor = float4(ColorOffset.xxx, AlphaOffset) + color * float4(ColorScale.xxx, AlphaScale);
|
||||
}
|
||||
else if (Mode == 1)
|
||||
{
|
||||
int4 color = IntTexture.Load(int4(input.Texcoord * Texels, ArraySlice, MipLevel));
|
||||
outputColor = float4(ColorOffset.xxx, AlphaOffset) + color * float4(ColorScale.xxx, AlphaScale);
|
||||
}
|
||||
else if (Mode == 2)
|
||||
{
|
||||
uint4 color = UIntTexture.Load(int4(input.Texcoord * Texels, ArraySlice, MipLevel));
|
||||
outputColor = float4(ColorOffset.xxx, AlphaOffset) + color * float4(ColorScale.xxx, AlphaScale);
|
||||
}
|
||||
|
||||
float4 swizzledOutput = float4(0, 0, 0, 1);
|
||||
|
||||
SwizzleColor(Swizzle.r, outputColor, swizzledOutput.r);
|
||||
SwizzleColor(Swizzle.g, outputColor, swizzledOutput.g);
|
||||
SwizzleColor(Swizzle.b, outputColor, swizzledOutput.b);
|
||||
SwizzleColor(Swizzle.a, outputColor, swizzledOutput.a);
|
||||
|
||||
return swizzledOutput;
|
||||
}
|
||||
|
||||
#pragma Effect[VS=VS; PS=PS]
|
||||
@@ -1,4 +0,0 @@
|
||||
{
|
||||
AssetLoader = "EffectAssetLoader",
|
||||
Config = (GlitchyEditor.Assets.EffectAssetLoaderConfig){}/* No reflection data for GlitchyEditor.Assets.EffectAssetLoaderConfig. Add [BonTarget] or force it */
|
||||
}
|
||||
@@ -72,7 +72,7 @@ float3x3 ConstructTangentSpace(float3 normal, float3 tangent, float3 sigma)
|
||||
*/
|
||||
float ColorToLuminance(float3 rgb)
|
||||
{
|
||||
return rgb.r * 0.212639 + rgb.g * 0.715169 + rgb.b * 0.072192;
|
||||
return dot(rgb, float3(0.212639,0.715169,0.072192));
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -87,4 +87,15 @@ float GetBitangentHandedness(float tangentz)
|
||||
return (z & 1) > 0 ? 1.0 : -1.0;
|
||||
}
|
||||
|
||||
/**
|
||||
* Transforms the given texture coordinates using the provided UV transform.
|
||||
* @param texcoords The texture coordinates to transform.
|
||||
* @param uvTransform the UV transform. X, Y: UV offset | Z, W: UV scaling.
|
||||
* @return The transformed uv coordinates.
|
||||
*/
|
||||
float2 TransformTexcoords(float2 texcoords, float4 uvTransform)
|
||||
{
|
||||
return uvTransform.xy + uvTransform.zw * texcoords;
|
||||
}
|
||||
|
||||
#endif // __SHADER_HELPERS_HLSL__
|
||||
@@ -1,4 +1,11 @@
|
||||
{
|
||||
AssetLoader = "EffectAssetLoader",
|
||||
Config = (GlitchyEditor.Assets.EffectAssetLoaderConfig){}
|
||||
AssetLoader = null,
|
||||
Config = null,
|
||||
Importer = null,
|
||||
ImporterConfig = null,
|
||||
Processor = null,
|
||||
ProcessorConfig = null,
|
||||
Exporter = null,
|
||||
ExporterConfig = null,
|
||||
AssetHandle = 15853638422335091598
|
||||
}
|
||||
@@ -0,0 +1,13 @@
|
||||
{
|
||||
AssetLoader = null,
|
||||
Config = null,
|
||||
Importer = "ShaderImporter",
|
||||
ImporterConfig = null,
|
||||
Processor = null,
|
||||
ProcessorConfig = null,
|
||||
Exporter = null,
|
||||
ExporterConfig = {
|
||||
_compression = .None
|
||||
},
|
||||
AssetHandle = 16539769359681819317
|
||||
}
|
||||
@@ -1,4 +0,0 @@
|
||||
{
|
||||
AssetLoader = "EffectAssetLoader",
|
||||
Config = (GlitchyEditor.Assets.EffectAssetLoaderConfig){}
|
||||
}
|
||||
@@ -0,0 +1,13 @@
|
||||
{
|
||||
AssetLoader = null,
|
||||
Config = null,
|
||||
Importer = "ShaderImporter",
|
||||
ImporterConfig = null,
|
||||
Processor = null,
|
||||
ProcessorConfig = null,
|
||||
Exporter = null,
|
||||
ExporterConfig = {
|
||||
_compression = .None
|
||||
},
|
||||
AssetHandle = 15706760057808399494
|
||||
}
|
||||
@@ -1,4 +0,0 @@
|
||||
{
|
||||
AssetLoader = "EffectAssetLoader",
|
||||
Config = (GlitchyEditor.Assets.EffectAssetLoaderConfig){}
|
||||
}
|
||||
@@ -0,0 +1,13 @@
|
||||
{
|
||||
AssetLoader = null,
|
||||
Config = null,
|
||||
Importer = "ShaderImporter",
|
||||
ImporterConfig = null,
|
||||
Processor = null,
|
||||
ProcessorConfig = null,
|
||||
Exporter = null,
|
||||
ExporterConfig = {
|
||||
_compression = .None
|
||||
},
|
||||
AssetHandle = 10636491756936205086
|
||||
}
|
||||
@@ -1,4 +0,0 @@
|
||||
{
|
||||
AssetLoader = "EffectAssetLoader",
|
||||
Config = (GlitchyEditor.Assets.EffectAssetLoaderConfig){}
|
||||
}
|
||||
@@ -0,0 +1,13 @@
|
||||
{
|
||||
AssetLoader = null,
|
||||
Config = null,
|
||||
Importer = "ShaderImporter",
|
||||
ImporterConfig = null,
|
||||
Processor = null,
|
||||
ProcessorConfig = null,
|
||||
Exporter = null,
|
||||
ExporterConfig = {
|
||||
_compression = .None
|
||||
},
|
||||
AssetHandle = 5888610203248969416
|
||||
}
|
||||
@@ -1,4 +0,0 @@
|
||||
{
|
||||
AssetLoader = "EffectAssetLoader",
|
||||
Config = (GlitchyEditor.Assets.EffectAssetLoaderConfig){}/* No reflection data for GlitchyEditor.Assets.EffectAssetLoaderConfig. Add [BonTarget] or force it */
|
||||
}
|
||||
@@ -0,0 +1,68 @@
|
||||
#define EDITOR
|
||||
|
||||
#include "GlitchyEngine2D.hlsl"
|
||||
#include "ShaderHelpers.hlsl"
|
||||
|
||||
Texture2D<float3> Texture : register(t0);
|
||||
SamplerState Sampler : register(s0);
|
||||
|
||||
cbuffer Material
|
||||
{
|
||||
float2 UnitRange;
|
||||
}
|
||||
|
||||
VS_Output VS(VS_Input input)
|
||||
{
|
||||
VS_Output output;
|
||||
|
||||
output.Position = mul(ViewProjection, mul(input.Transform, float4(input.Position, 0.0f, 1.0f)));
|
||||
output.Texcoord = TransformTexcoords(input.Texcoord, input.UVTransform);
|
||||
output.Color = input.Color;
|
||||
|
||||
#ifdef EDITOR
|
||||
output.EntityId = input.EntityId;
|
||||
#endif
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
struct PS_Output
|
||||
{
|
||||
float4 Color : SV_Target0;
|
||||
#ifdef EDITOR
|
||||
uint EntityId : SV_TARGET1;
|
||||
#endif
|
||||
};
|
||||
|
||||
PS_Output PS(PS_Input input)
|
||||
{
|
||||
PS_Output output;
|
||||
|
||||
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);
|
||||
|
||||
clip(opacity - 0.001f);
|
||||
|
||||
output.Color = float4(input.Color.rgb, input.Color.a * opacity);
|
||||
|
||||
#ifdef EDITOR
|
||||
output.EntityId = input.EntityId;
|
||||
#endif
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
#pragma Effect[VS=VS; PS=PS]
|
||||
@@ -0,0 +1,13 @@
|
||||
{
|
||||
AssetLoader = null,
|
||||
Config = null,
|
||||
Importer = "ShaderImporter",
|
||||
ImporterConfig = null,
|
||||
Processor = null,
|
||||
ProcessorConfig = null,
|
||||
Exporter = null,
|
||||
ExporterConfig = {
|
||||
_compression = .None
|
||||
},
|
||||
AssetHandle = 9062891433306436746
|
||||
}
|
||||
@@ -1,93 +0,0 @@
|
||||
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]
|
||||
@@ -1,4 +0,0 @@
|
||||
{
|
||||
AssetLoader = "EffectAssetLoader",
|
||||
Config = (GlitchyEditor.Assets.EffectAssetLoaderConfig){}
|
||||
}
|
||||
@@ -0,0 +1,13 @@
|
||||
{
|
||||
AssetLoader = null,
|
||||
Config = null,
|
||||
Importer = "ShaderImporter",
|
||||
ImporterConfig = null,
|
||||
Processor = null,
|
||||
ProcessorConfig = null,
|
||||
Exporter = null,
|
||||
ExporterConfig = {
|
||||
_compression = .None
|
||||
},
|
||||
AssetHandle = 2172704887168568810
|
||||
}
|
||||
@@ -1,4 +0,0 @@
|
||||
{
|
||||
AssetLoader = "EffectAssetLoader",
|
||||
Config = (GlitchyEditor.Assets.EffectAssetLoaderConfig){}
|
||||
}
|
||||
@@ -0,0 +1,13 @@
|
||||
{
|
||||
AssetLoader = null,
|
||||
Config = null,
|
||||
Importer = "ShaderImporter",
|
||||
ImporterConfig = null,
|
||||
Processor = null,
|
||||
ProcessorConfig = null,
|
||||
Exporter = null,
|
||||
ExporterConfig = {
|
||||
_compression = .None
|
||||
},
|
||||
AssetHandle = 1519310858892551656
|
||||
}
|
||||
@@ -1,4 +0,0 @@
|
||||
{
|
||||
AssetLoader = "EffectAssetLoader",
|
||||
Config = (GlitchyEditor.Assets.EffectAssetLoaderConfig){}
|
||||
}
|
||||
+6
-30
@@ -1,41 +1,17 @@
|
||||
#define EDITOR
|
||||
|
||||
#include "GlitchyEngine2D.hlsl"
|
||||
#include "ShaderHelpers.hlsl"
|
||||
|
||||
Texture2D Texture : register(t0);
|
||||
SamplerState Sampler : register(s0);
|
||||
|
||||
cbuffer Constants : register(b0)
|
||||
VS_Output VS(VS_Input input)
|
||||
{
|
||||
float4x4 ViewProjection;
|
||||
};
|
||||
|
||||
struct VS_Input
|
||||
{
|
||||
float2 Position : POSITION;
|
||||
float2 Texcoord : TEXCOORD0;
|
||||
float4x4 Transform : TRANSFORM;
|
||||
float4 Color : COLOR;
|
||||
float4 UVTransform : TEXCOORD1;
|
||||
#ifdef EDITOR
|
||||
uint EntityId : ENTITYID;
|
||||
#endif
|
||||
};
|
||||
|
||||
struct PS_Input
|
||||
{
|
||||
float4 Position : SV_Position;
|
||||
float2 Texcoord : TEXCOORD;
|
||||
float4 Color : COLOR;
|
||||
#ifdef EDITOR
|
||||
nointerpolation uint EntityId : ENTITYID;
|
||||
#endif
|
||||
};
|
||||
|
||||
PS_Input VS(VS_Input input)
|
||||
{
|
||||
PS_Input output;
|
||||
VS_Output output;
|
||||
|
||||
output.Position = mul(ViewProjection, mul(input.Transform, float4(input.Position, 0.0f, 1.0f)));
|
||||
output.Texcoord = input.UVTransform.xy + input.UVTransform.zw * input.Texcoord;
|
||||
output.Texcoord = TransformTexcoords(input.Texcoord, input.UVTransform);
|
||||
output.Color = input.Color;
|
||||
|
||||
// Premultiply Alpha
|
||||
@@ -0,0 +1,13 @@
|
||||
{
|
||||
AssetLoader = null,
|
||||
Config = null,
|
||||
Importer = "ShaderImporter",
|
||||
ImporterConfig = null,
|
||||
Processor = null,
|
||||
ProcessorConfig = null,
|
||||
Exporter = null,
|
||||
ExporterConfig = {
|
||||
_compression = .None
|
||||
},
|
||||
AssetHandle = 7757902626263730438
|
||||
}
|
||||
@@ -1,4 +0,0 @@
|
||||
{
|
||||
AssetLoader = "EffectAssetLoader",
|
||||
Config = (GlitchyEditor.Assets.EffectAssetLoaderConfig){}
|
||||
}
|
||||
@@ -0,0 +1,13 @@
|
||||
{
|
||||
AssetLoader = null,
|
||||
Config = null,
|
||||
Importer = "ShaderImporter",
|
||||
ImporterConfig = null,
|
||||
Processor = null,
|
||||
ProcessorConfig = null,
|
||||
Exporter = null,
|
||||
ExporterConfig = {
|
||||
_compression = .None
|
||||
},
|
||||
AssetHandle = 8094944104856236365
|
||||
}
|
||||
@@ -1,4 +0,0 @@
|
||||
{
|
||||
AssetLoader = "EffectAssetLoader",
|
||||
Config = (GlitchyEditor.Assets.EffectAssetLoaderConfig){}
|
||||
}
|
||||
@@ -0,0 +1,24 @@
|
||||
using GlitchyEngine;
|
||||
using GlitchyEngine.Math;
|
||||
using System;
|
||||
|
||||
using static GlitchyEngine.Math.Math;
|
||||
|
||||
namespace [ProjectName];
|
||||
|
||||
public class [EntityName] : Entity
|
||||
{
|
||||
/// <summary>
|
||||
/// OnCreate is called once before the first call to OnUpdate.
|
||||
/// </summary>
|
||||
protected override void OnCreate()
|
||||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// OnUpdate is called once every frame.
|
||||
/// </summary>
|
||||
protected override void OnUpdate(float deltaTime)
|
||||
{
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
{
|
||||
AssetLoader = null,
|
||||
Config = null,
|
||||
Importer = null,
|
||||
ImporterConfig = null,
|
||||
Processor = null,
|
||||
ProcessorConfig = null,
|
||||
Exporter = null,
|
||||
ExporterConfig = null,
|
||||
AssetHandle = 14385412659829048739
|
||||
}
|
||||
Binary file not shown.
@@ -1,16 +1,25 @@
|
||||
{
|
||||
AssetLoader = "EditorTextureAssetLoader",
|
||||
Config = (GlitchyEditor.Assets.EditorTextureAssetLoaderConfig){
|
||||
AssetLoader = null,
|
||||
Config = null,
|
||||
Importer = "TextureImporter",
|
||||
ImporterConfig = (GlitchyEditor.Assets.Importers.TextureImporterConfig){
|
||||
_isSrgb = false
|
||||
},
|
||||
Processor = null,
|
||||
ProcessorConfig = (GlitchyEditor.Assets.Processors.TextureProcessorConfig){
|
||||
_generateMipMaps = .No,
|
||||
_samplerStateDescription = {
|
||||
MinFilter = .Linear,
|
||||
MagFilter = .Linear,
|
||||
MipFilter = .Linear,
|
||||
FilterMode = .Default,
|
||||
ComparisonFunction = .Never,
|
||||
AddressModeU = .Clamp,
|
||||
AddressModeV = .Clamp,
|
||||
AddressModeW = .Clamp,
|
||||
MipMinLOD = -3.40282347e+38,
|
||||
MipMaxLOD = 3.40282347e+38,
|
||||
MipLODBias = 0,
|
||||
MipMinLOD = -Infinity,
|
||||
MipMaxLOD = Infinity,
|
||||
MaxAnisotropy = 1,
|
||||
BorderColor = {
|
||||
R = 1,
|
||||
@@ -18,6 +27,14 @@
|
||||
B = 1,
|
||||
A = 1
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
_textureType = .Texture,
|
||||
_sprites = [
|
||||
]
|
||||
},
|
||||
Exporter = null,
|
||||
ExporterConfig = {
|
||||
_compression = .None
|
||||
},
|
||||
AssetHandle = 17408033053158961990
|
||||
}
|
||||
Binary file not shown.
@@ -0,0 +1,11 @@
|
||||
{
|
||||
AssetLoader = null,
|
||||
Config = null,
|
||||
Importer = null,
|
||||
ImporterConfig = null,
|
||||
Processor = null,
|
||||
ProcessorConfig = null,
|
||||
Exporter = null,
|
||||
ExporterConfig = null,
|
||||
AssetHandle = 3965163548234580201
|
||||
}
|
||||
Binary file not shown.
|
After Width: | Height: | Size: 125 B |
@@ -0,0 +1,40 @@
|
||||
{
|
||||
AssetLoader = null,
|
||||
Config = null,
|
||||
Importer = "TextureImporter",
|
||||
ImporterConfig = (GlitchyEditor.Assets.Importers.TextureImporterConfig){
|
||||
_isSrgb = false
|
||||
},
|
||||
Processor = null,
|
||||
ProcessorConfig = (GlitchyEditor.Assets.Processors.TextureProcessorConfig){
|
||||
_generateMipMaps = .No,
|
||||
_samplerStateDescription = {
|
||||
MinFilter = .Linear,
|
||||
MagFilter = .Linear,
|
||||
MipFilter = .Linear,
|
||||
FilterMode = .Default,
|
||||
ComparisonFunction = .Never,
|
||||
AddressModeU = .Clamp,
|
||||
AddressModeV = .Clamp,
|
||||
AddressModeW = .Clamp,
|
||||
MipLODBias = 0,
|
||||
MipMinLOD = -Infinity,
|
||||
MipMaxLOD = Infinity,
|
||||
MaxAnisotropy = 1,
|
||||
BorderColor = {
|
||||
R = 1,
|
||||
G = 1,
|
||||
B = 1,
|
||||
A = 1
|
||||
}
|
||||
},
|
||||
_textureType = .Texture,
|
||||
_sprites = [
|
||||
]
|
||||
},
|
||||
Exporter = null,
|
||||
ExporterConfig = {
|
||||
_compression = .None
|
||||
},
|
||||
AssetHandle = 6043007137039118289
|
||||
}
|
||||
Binary file not shown.
|
After Width: | Height: | Size: 23 KiB |
@@ -0,0 +1,11 @@
|
||||
{
|
||||
AssetLoader = null,
|
||||
Config = null,
|
||||
Importer = null,
|
||||
ImporterConfig = null,
|
||||
Processor = null,
|
||||
ProcessorConfig = null,
|
||||
Exporter = null,
|
||||
ExporterConfig = null,
|
||||
AssetHandle = 14643606651153291317
|
||||
}
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user