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@@ -98,91 +98,6 @@ Technique =
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};
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};
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-Technique =
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-{
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- Language = "HLSL9";
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-
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- Pass =
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- {
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- Target =
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- {
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- Blend = true;
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- Color = { SRCA, SRCIA, ADD };
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- };
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-
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- DepthWrite = false;
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- CompareFunc = LTE;
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-
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- Vertex =
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- {
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- float4x4 matViewProj;
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-
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- void main(
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- in float3 inPos : POSITION,
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- in float4 color : COLOR0,
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- in float2 uv : TEXCOORD0,
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- out float4 oPosition : POSITION,
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- out float4 oColor : COLOR0,
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- out float2 oUv : TEXCOORD0)
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- {
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- oPosition = mul(matViewProj, float4(inPos.xyz, 1));
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- oColor = color;
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- oUv = uv;
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- }
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- };
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-
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- Fragment =
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- {
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- sampler2D mainTexture;
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-
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- float4 main(float2 uv : TEXCOORD0, float4 color : COLOR0) : COLOR0
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- {
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- return color * tex2D(mainTexture, uv);
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- }
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- };
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- };
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-
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- Pass =
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- {
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- Target =
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- {
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- Blend = true;
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- Color = { SRCA, SRCIA, ADD };
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- };
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-
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- DepthWrite = false;
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- CompareFunc = GT;
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-
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- Vertex =
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- {
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- float4x4 matViewProj;
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-
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- void main(
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- in float3 inPos : POSITION,
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- in float4 color : COLOR1,
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- in float2 uv : TEXCOORD0,
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- out float4 oPosition : POSITION,
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- out float4 oColor : COLOR0,
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- out float2 oUv : TEXCOORD0)
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- {
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- oPosition = mul(matViewProj, float4(inPos.xyz, 1));
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- oColor = color;
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- oUv = uv;
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- }
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- };
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-
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- Fragment =
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- {
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- sampler2D mainTexture;
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-
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- float4 main(float2 uv : TEXCOORD0, float4 color : COLOR0) : COLOR0
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- {
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- return color * tex2D(mainTexture, uv);
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- }
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- };
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- };
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-};
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-
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Technique =
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{
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Language = "GLSL";
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@@ -200,17 +115,21 @@ Technique =
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Vertex =
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{
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- uniform mat4 matViewProj;
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-
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- in vec3 bs_position;
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- in vec4 bs_color0;
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- in vec2 bs_texcoord0;
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- out vec4 color0;
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- out vec2 texcoord0;
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+ layout(location = 0) in vec3 bs_position;
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+ layout(location = 1) in vec4 bs_color0;
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+ layout(location = 2) in vec2 bs_texcoord0;
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+
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+ layout(location = 0) out vec4 color0;
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+ layout(location = 1) out vec2 texcoord0;
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out gl_PerVertex
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{
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vec4 gl_Position;
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+ };
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+
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+ layout(binding = 0) uniform VertUBO
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+ {
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+ mat4 matViewProj;
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};
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void main()
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@@ -223,12 +142,12 @@ Technique =
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Fragment =
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{
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- uniform sampler2D mainTexture;
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-
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- in vec4 color0;
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- in vec2 texcoord0;
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- out vec4 fragColor;
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+ layout(location = 0) in vec4 color0;
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+ layout(location = 1) in vec2 texcoord0;
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+ layout(location = 0) out vec4 fragColor;
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+ layout(binding = 1) uniform sampler2D mainTexture;
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+
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void main()
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{
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vec4 texColor = texture2D(mainTexture, texcoord0.st);
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@@ -250,18 +169,22 @@ Technique =
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Vertex =
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{
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- uniform mat4 matViewProj;
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-
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- in vec3 bs_position;
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- in vec4 bs_color1;
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- in vec2 bs_texcoord0;
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- out vec4 color0;
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- out vec2 texcoord0;
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+ layout(location = 0) in vec3 bs_position;
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+ layout(location = 1) in vec4 bs_color1;
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+ layout(location = 2) in vec2 bs_texcoord0;
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+
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+ layout(location = 0) out vec4 color0;
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+ layout(location = 1) out vec2 texcoord0;
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out gl_PerVertex
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{
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vec4 gl_Position;
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};
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+
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+ layout(binding = 0) uniform VertUBO
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+ {
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+ mat4 matViewProj;
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+ };
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void main()
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{
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@@ -273,12 +196,12 @@ Technique =
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Fragment =
|
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{
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- uniform sampler2D mainTexture;
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-
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- in vec4 color0;
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- in vec2 texcoord0;
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- out vec4 fragColor;
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+ layout(location = 0) in vec4 color0;
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+ layout(location = 1) in vec2 texcoord0;
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+ layout(location = 0) out vec4 fragColor;
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+ layout(binding = 1) uniform sampler2D mainTexture;
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+
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void main()
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{
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vec4 texColor = texture2D(mainTexture, texcoord0.st);
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