mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 21:01:52 +00:00
+ AssetHierarchy: Exposed RootNode
+ ContentBrowserWindow: Fixed Empty Folder not being Leaf-Node
+ TreeNode: Added IsParentOf, IsChildOf and IsInSubtree.
+ Fixed InternalDeleteTreeAndChildren for null trees
53 lines
1.1 KiB
HLSL
53 lines
1.1 KiB
HLSL
Texture2D Texture : register(t0);
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SamplerState Sampler : register(s0);
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cbuffer Constants
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{
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float4x4 ViewProjection;
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float ColorOffset = 0.5f;
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float AlphaOffset = 0.0f;
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float ColorScale = 0.5f;
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float AlphaScale = 1.0f;
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float2 TextureSizeInPixels;
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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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};
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struct PS_Input
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{
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float4 Position : SV_Position;
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float2 Texcoord : TEXCOORD0;
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float4 Color : COLOR;
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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.Color = input.Color;
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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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{
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float4 color = Texture.Sample(Sampler, input.Texcoord);
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float4 final = float4(ColorOffset.xxx, AlphaOffset) + color * float4(ColorScale.xxx, AlphaScale);
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return final;
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}
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#pragma Effect[VS=VS; PS=PS]
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