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66 lines
1.4 KiB
GLSL
66 lines
1.4 KiB
GLSL
#include "Utils/header.hlsl"
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struct PSInput
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{
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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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{
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float4 oColor0 : SV_TARGET;
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float4 oEntityID : SV_TARGET1;
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};
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struct DebugConstant
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{
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float4 Color;
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float4x4 Transform;
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int TextureID;
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float EntityID;
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};
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[[vk::push_constant]]
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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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if(pushConstants.TextureID < 0)
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{
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output.oColor0 = float4(input.UV.x, input.UV.y, 0, 1);
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}
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else
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{
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float2 uv = input.UV;
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float4 textureSample = textures[pushConstants.TextureID].Sample(mySampler[0], uv);
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// Alpha scisorring
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if(textureSample.a < 0.1)
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{
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//discard;
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}
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output.oColor0 = textureSample * pushConstants.Color;
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if(pushConstants.EntityID != 0.0f)
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{
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float2 center = float2(0.5, 0.5);
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float dist = distance(uv, center);
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float radius = 0.5; // You can adjust this as needed
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if (dist <= radius)
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{
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output.oEntityID = float4(pushConstants.EntityID, 0, 0, 1.0f);
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}
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else
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{
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output.oEntityID = float4(0, 0, 0, 0); // Or leave it unassigned if default is zero
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discard;
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}
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}
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}
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return output;
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} |