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Huge shader refactor
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148
Shaders/CRadarPaintShader.shader
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148
Shaders/CRadarPaintShader.shader
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#shader CRadarPaintShader
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#attribute position4 0
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#attribute position4 1
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#attribute position4 2
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#attribute position4 3
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#attribute uv4 0
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#attribute uv4 1
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#attribute uv4 2
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#attribute uv4 3
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#attribute color
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#srcfac srcalpha
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#dstfac one
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#primitive tristrips
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#depthtest none
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#depthwrite false
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#culling none
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#vertex glsl
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layout(location=0) in vec4 posIn[4];
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layout(location=4) in vec4 uvIn[4];
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layout(location=8) in vec4 colorIn;
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UBINDING0 uniform RadarPaintUniform
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{
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mat4 xf;
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};
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struct VertToFrag
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{
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vec4 color;
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vec2 uv;
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};
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SBINDING(0) out VertToFrag vtf;
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void main()
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{
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vec3 pos = posIn[gl_VertexID].xyz;
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vtf.uv = uvIn[gl_VertexID].xy;
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vtf.color = colorIn;
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gl_Position = xf * vec4(pos, 1.0);
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}
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#fragment glsl
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struct VertToFrag
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{
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vec4 color;
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vec2 uv;
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};
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SBINDING(0) in VertToFrag vtf;
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layout(location=0) out vec4 colorOut;
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TBINDING0 uniform sampler2D tex;
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void main()
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{
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colorOut = vtf.color * texture(tex, vtf.uv);
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}
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#vertex hlsl
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struct VertData
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{
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float4 posIn[4] : POSITION;
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float4 uvIn[4] : UV;
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float4 colorIn : COLOR;
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};
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cbuffer RadarPaintUniform : register(b0)
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{
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float4x4 xf;
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};
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struct VertToFrag
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{
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float4 position : SV_Position;
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float4 color : COLOR;
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float2 uv : UV;
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};
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VertToFrag main(in VertData v, in uint vertId : SV_VertexID)
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{
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VertToFrag vtf;
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vtf.color = v.colorIn;
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vtf.uv = v.uvIn[vertId].xy;
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vtf.position = mul(xf, float4(v.posIn[vertId].xyz, 1.0));
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return vtf;
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}
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#fragment hlsl
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struct VertToFrag
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{
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float4 position : SV_Position;
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float4 color : COLOR;
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float2 uv : UV;
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};
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SamplerState samp : register(s0);
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Texture2D tex : register(t0);
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float4 main(in VertToFrag vtf) : SV_Target0
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{
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return vtf.color * tex.Sample(samp, vtf.uv);
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}
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#vertex metal
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struct VertData
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{
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float4 posIn[4];
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float4 uvIn[4];
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float4 colorIn;
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};
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struct RadarPaintUniform
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{
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float4x4 xf;
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};
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struct VertToFrag
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{
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float4 position [[ position ]];
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float4 color;
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float2 uv;
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};
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vertex VertToFrag vmain(constant VertData* va [[ buffer(1) ]],
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uint vertId [[ vertex_id ]], uint instId [[ instance_id ]],
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constant RadarPaintUniform& rpu [[ buffer(2) ]])
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{
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VertToFrag vtf;
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constant VertData& v = va[instId];
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vtf.color = v.colorIn;
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vtf.uv = v.uvIn[vertId].xy;
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vtf.position = rpu.xf * float4(v.posIn[vertId].xyz, 1.0);
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return vtf;
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}
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#fragment metal
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struct VertToFrag
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{
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float4 position [[ position ]];
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float4 color;
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float2 uv;
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};
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fragment float4 fmain(VertToFrag vtf [[ stage_in ]],
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sampler samp [[ sampler(0) ]],
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texture2d<float> tex [[ texture(0) ]])
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{
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return vtf.color * tex.sample(samp, vtf.uv);
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}
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