mirror of
https://github.com/antopilo/Nuake.git
synced 2026-09-21 20:08:40 +03:00
Gizmo api now working with a simple quad in the world
This commit is contained in:
114
Data/Shaders/Vulkan/copy.frag
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114
Data/Shaders/Vulkan/copy.frag
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@@ -0,0 +1,114 @@
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// Transforms
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struct ModelData
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{
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float4x4 model;
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};
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[[vk::binding(0, 0)]]
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StructuredBuffer<ModelData> model : register(t1);
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// Vertex
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struct Vertex
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{
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float3 position;
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float uv_x;
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float3 normal;
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float uv_y;
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float3 tangent;
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float3 bitangent;
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};
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[[vk::binding(0, 1)]]
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StructuredBuffer<Vertex> vertexBuffer : register(t2);
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// Samplers
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[[vk::binding(0, 2)]]
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SamplerState mySampler : register(s0);
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// Materials
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struct Material
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{
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bool hasAlbedo;
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float3 albedo;
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bool hasNormal;
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bool hasMetalness;
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bool hasRoughness;
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bool hasAO;
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float metalnessValue;
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float roughnessValue;
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float aoValue;
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int albedoTextureId;
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int normalTextureId;
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int metalnessTextureId;
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int roughnessTextureId;
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int aoTextureId;
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};
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[[vk::binding(0, 3)]]
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StructuredBuffer<Material> material;
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// Textures
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[[vk::binding(0, 4)]]
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Texture2D textures[];
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// Lights
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struct Light
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{
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float3 position;
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int type;
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float4 color;
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float3 direction;
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float outerConeAngle;
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float innerConeAngle;
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bool castShadow;
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int shadowMapTextureId[4];
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int transformId[4];
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};
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[[vk::binding(0, 5)]]
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StructuredBuffer<Light> lights;
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// Cameras
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struct CameraView {
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float4x4 View;
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float4x4 Projection;
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float4x4 ViewProjection;
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float4x4 InverseView;
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float4x4 InverseProjection;
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float3 Position;
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float Near;
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float Far;
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};
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[[vk::binding(0, 6)]]
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StructuredBuffer<CameraView> cameras;
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struct PSInput {
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float4 Position : SV_Position;
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float2 UV : TEXCOORD0;
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};
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struct PSOutput {
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float4 oColor0 : SV_TARGET;
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};
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struct CopyPushConstant
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{
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int SourceTextureID;
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int Source2TextureID;
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};
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[[vk::push_constant]]
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CopyPushConstant pushConstants;
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PSOutput main(PSInput input)
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{
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PSOutput output;
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int sourceTextureID = pushConstants.SourceTextureID;
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int source2TextureID = pushConstants.Source2TextureID;
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float2 uv = input.UV;
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float4 sampleValue = textures[sourceTextureID].Sample(mySampler, input.UV);
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float4 sampleValue2 = textures[source2TextureID].Sample(mySampler, input.UV);
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output.oColor0 = sampleValue + sampleValue2;
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return output;
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}
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108
Data/Shaders/Vulkan/copy.vert
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108
Data/Shaders/Vulkan/copy.vert
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@@ -0,0 +1,108 @@
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// Transforms
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struct ModelData
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{
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float4x4 model;
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};
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[[vk::binding(0, 0)]]
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StructuredBuffer<ModelData> model : register(t1);
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// Vertex
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struct Vertex
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{
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float3 position;
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float uv_x;
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float3 normal;
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float uv_y;
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float3 tangent;
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float3 bitangent;
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};
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[[vk::binding(0, 1)]]
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StructuredBuffer<Vertex> vertexBuffer : register(t2);
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// Samplers
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[[vk::binding(0, 2)]]
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SamplerState mySampler : register(s0);
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// Materials
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struct Material
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{
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bool hasAlbedo;
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float3 albedo;
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bool hasNormal;
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bool hasMetalness;
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bool hasRoughness;
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bool hasAO;
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float metalnessValue;
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float roughnessValue;
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float aoValue;
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int albedoTextureId;
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int normalTextureId;
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int metalnessTextureId;
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int roughnessTextureId;
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int aoTextureId;
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};
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[[vk::binding(0, 3)]]
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StructuredBuffer<Material> material;
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// Textures
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[[vk::binding(0, 4)]]
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Texture2D textures[];
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// Lights
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struct Light
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{
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float3 position;
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int type;
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float4 color;
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float3 direction;
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float outerConeAngle;
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float innerConeAngle;
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bool castShadow;
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int shadowMapTextureId[4];
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int transformId[4];
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};
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[[vk::binding(0, 5)]]
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StructuredBuffer<Light> lights;
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// Cameras
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struct CameraView {
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float4x4 View;
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float4x4 Projection;
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float4x4 ViewProjection;
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float4x4 InverseView;
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float4x4 InverseProjection;
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float3 Position;
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float Near;
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float Far;
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};
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[[vk::binding(0, 6)]]
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StructuredBuffer<CameraView> cameras;
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struct CopyPushConstant
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{
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int SourceTextureID;
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int Source2TextureID;
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};
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[[vk::push_constant]]
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CopyPushConstant pushConstants;
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// Outputs
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struct VSOutput {
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float4 Position : SV_Position;
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float2 UV : TEXCOORD0;
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};
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// Main vertex shader
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VSOutput main(uint vertexIndex : SV_VertexID)
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{
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VSOutput output;
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Vertex v = vertexBuffer[vertexIndex];
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output.UV = float2(v.uv_x, v.uv_y);
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output.Position = float4(v.position, 1.0f);
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return output;
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}
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@@ -89,73 +89,18 @@ struct PSOutput {
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float4 oColor0 : SV_TARGET;
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};
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struct OutlinePushConstant
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struct DebugConstant
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{
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float4 Color;
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float Thickness;
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int SourceTextureID;
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int EntityIDTextureID;
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int DepthTextureID;
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float SelectedEntity;
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float4x4 Transform;
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};
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[[vk::push_constant]]
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OutlinePushConstant pushConstants;
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DebugConstant pushConstants;
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PSOutput main(PSInput input)
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{
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PSOutput output;
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float4 outlineColor = pushConstants.Color;
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float target = pushConstants.SelectedEntity;
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float radius = pushConstants.Thickness;
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float2 uv = input.UV;
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int entityIDTextureID = pushConstants.EntityIDTextureID;
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float hasHit = 0.0f;
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float sampleValue = textures[entityIDTextureID].Sample(mySampler, uv).r;
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if(abs(sampleValue - target) < 0.0001)
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{
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output.oColor0 = outlineColor;
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output.oColor0.a = 1.0;
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return output;
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}
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float4 fragColor = float4(0, 0, 0, 0);
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const float TAU = 6.28318530;
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const float steps = 32.0;
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for(float i = 0.0f; i < TAU; i += TAU / steps)
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{
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float2 uvOffset = float2(sin(i), cos(i)) * radius;
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float2 sampleUV = uv + uvOffset;
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sampleUV.x = clamp(sampleUV.x, 0.0, 0.999);
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sampleUV.y = clamp(sampleUV.y, 0.0, 0.999);
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int sampleValue = (int)textures[entityIDTextureID].Sample(mySampler, sampleUV).r;
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if(sampleValue == target)
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{
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hasHit = 1.0f;
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}
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float alpha = smoothstep(0.5, 0.9, int(sampleValue != target) * hasHit * 10.0f);
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float4 outputColor = float4(
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lerp(fragColor.r, outlineColor.r, alpha),
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lerp(fragColor.g, outlineColor.g, alpha),
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lerp(fragColor.b, outlineColor.b, alpha),
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lerp(fragColor.a, outlineColor.a, alpha)
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);
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fragColor = outputColor;
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}
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if(fragColor.a > 0.1)
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{
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fragColor.a = 1.0f;
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}
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output.oColor0 = fragColor;
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output.oColor0 = float4(input.UV.x, input.UV.y, 0, 1);
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return output;
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}
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@@ -80,18 +80,13 @@ struct CameraView {
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[[vk::binding(0, 6)]]
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StructuredBuffer<CameraView> cameras;
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struct OutlinePushConstant
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struct DebugConstant
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{
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float4 Color;
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float Thickness;
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int SourceTextureID;
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int EntityIDTextureID;
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int DepthTextureID;
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float SelectedEntity;
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float4x4 Transform;
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};
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[[vk::push_constant]]
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OutlinePushConstant pushConstants;
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DebugConstant pushConstants;
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// Outputs
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struct VSOutput {
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@@ -106,7 +101,7 @@ VSOutput main(uint vertexIndex : SV_VertexID)
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Vertex v = vertexBuffer[vertexIndex];
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output.UV = float2(v.uv_x, v.uv_y);
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output.Position = float4(v.position, 1.0f);
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output.Position = mul(pushConstants.Transform, float4(v.position, 1.0f));
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return output;
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}
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