RenderCore
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16
Src/RenderCore/Resources/Shaders/DynamicSprite.frag
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Src/RenderCore/Resources/Shaders/DynamicSprite.frag
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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layout(location = 0) in vec2 inTexCoord;
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layout(location = 1) in vec4 inVertexColor;
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layout(location = 0) out vec4 outColor;
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layout(set = 2, binding = 0) uniform sampler2D texSampler;
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void main()
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{
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outColor = texture(texSampler, inTexCoord) * inVertexColor;
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if(outColor.w < 0.1)
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discard;
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}
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34
Src/RenderCore/Resources/Shaders/DynamicSprite.vert
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Src/RenderCore/Resources/Shaders/DynamicSprite.vert
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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struct SpriteInstanceData
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{
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mat4 Transform;
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vec4 TexCoords;
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vec4 Color;
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};
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layout (location = 0) in vec2 inPosition;
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layout (location = 1) in vec2 inTexCoord;
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layout(location = 0) out vec2 outTexCoord;
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layout(location = 1) out vec4 outVertexColor;
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layout(set = 0, binding = 0) readonly buffer SBO_SpriteData {
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SpriteInstanceData data[];
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} sboSpriteData;
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layout(set = 1, binding = 0) uniform UBO_Vertex_PerScene {
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mat4 projection;
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} uboPerScene;
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layout(set = 1, binding = 1) uniform UBO_Vertex_PerFrame {
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mat4 view;
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} uboPerFrame;
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void main()
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{
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SpriteInstanceData spriteData = sboSpriteData.data[gl_InstanceIndex];
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gl_Position = uboPerScene.projection * uboPerFrame.view * spriteData.Transform * vec4(inPosition, 0.0f, 1.0f);
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outTexCoord = vec2(spriteData.TexCoords) + vec2(spriteData.TexCoords.z, spriteData.TexCoords.w) * inTexCoord;
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outVertexColor = spriteData.Color;
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}
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