Alpha Blending
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@ -39,7 +39,16 @@ namespace ia::iae
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const auto pixelShader = LoadShaderFromMemory(ShaderStage::PIXEL, SHADER_SOURCE_UNLITMESH_FRAG, sizeof(SHADER_SOURCE_UNLITMESH_FRAG), 1, 1, 0, 0);
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const auto pixelShader = LoadShaderFromMemory(ShaderStage::PIXEL, SHADER_SOURCE_UNLITMESH_FRAG, sizeof(SHADER_SOURCE_UNLITMESH_FRAG), 1, 1, 0, 0);
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SDL_GPUColorTargetDescription colorTargets[] = {
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SDL_GPUColorTargetDescription colorTargets[] = {
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{.format = SDL_GetGPUSwapchainTextureFormat(g_gpuDevice, g_windowHandle)}};
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{.format = SDL_GetGPUSwapchainTextureFormat(g_gpuDevice, g_windowHandle),
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.blend_state = SDL_GPUColorTargetBlendState{
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.src_color_blendfactor = SDL_GPU_BLENDFACTOR_ONE,
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.dst_color_blendfactor = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
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.color_blend_op = SDL_GPU_BLENDOP_ADD,
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.src_alpha_blendfactor = SDL_GPU_BLENDFACTOR_ONE,
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.dst_alpha_blendfactor = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
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.alpha_blend_op = SDL_GPU_BLENDOP_ADD,
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.enable_blend = true,
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}}};
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SDL_GPUVertexBufferDescription vertexBuffers[] = {{
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SDL_GPUVertexBufferDescription vertexBuffers[] = {{
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.slot = 0,
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.slot = 0,
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.pitch = sizeof(Vertex_Mesh),
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.pitch = sizeof(Vertex_Mesh),
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