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
60 lines
1.6 KiB
HLSL
60 lines
1.6 KiB
HLSL
#pragma EngineBuffer[ Name = "SceneConstants"; Binding = "Scene" ]
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cbuffer SceneConstants : register(b0)
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{
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float4x4 ViewProjection;
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}
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#pragma EngineBuffer[ Name = "ObjectConstants"; Binding = "Object" ]
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cbuffer ObjectConstants : register(b1)
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{
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float4x4 Transform;
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/**
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* \brief Inverted and transposed transform matrix.
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* \remarks This matrix is used in order to correctly transform normal vectors.
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*/
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float4x3 Transform_InvT;
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#ifdef OutputEntityId
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uint EntityId;
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#endif
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}
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/**
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* \brief Pixel Shader output for lit surfaces.
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*/
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struct PS_OUT_Lit
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{
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/** RGB: Albedo A: Transparency */
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float4 Albedo : SV_TARGET0;
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/** RG: TextureNormal.XY | BA: GeoNrm.XY */
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float4 Normal : SV_TARGET1;
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/** R: GeoNrm.Z | GBA: GeoTan.XYZ */
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float4 Tangent : SV_TARGET2;
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/** RGB: world position XYZ | A: 1.0 */
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float4 Position : SV_TARGET3;
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/** RGB: emissive light and color | A: unused */
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float4 Emissive : SV_TARGET4;
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/** R: Metallicity | G: Roughness | B: Ambient | A: Unused */
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float4 Material : SV_TARGET5;
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#ifdef OutputEntityId
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/** Needed for editor picking. Simply pass through the EntityId. */
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uint EntityId : SV_TARGET6;
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#endif
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};
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/**
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* \brief Pixel Shader output for unlit surfaces.
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*/
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struct PS_OUT_Unlit
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{
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/** RGB: Color A: Transparency */
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float4 Color : SV_TARGET0;
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/** RGB: emissive light and color | A: unused */
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float4 Emissive : SV_TARGET1;
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/** RGB: world position XYZ | A: 1.0 */
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float4 Position : SV_TARGET2;
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#ifdef OutputEntityId
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uint EntityId : SV_TARGET5;
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#endif
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};
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