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@ -10,18 +10,18 @@ ConstantBuffer<UiShapeSig> ui_shape_sig : register (b0);
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Struct(MaterialPS_Input)
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{
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nointerpolation Semantic(u32, tex_nurid);
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nointerpolation Semantic(u32, grid_id);
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Semantic(Vec4, sv_position);
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Semantic(nointerpolation u32, tex_nurid);
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Semantic(nointerpolation u32, grid_id);
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Semantic(Vec2, uv);
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Semantic(Vec4, tint_lin);
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Semantic(Vec4, emittance_lin);
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Semantic(Vec4, SV_Position);
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};
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Struct(MaterialPS_Output)
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{
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Semantic(Vec4, SV_Target0); /* Albedo */
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Semantic(Vec4, SV_Target1); /* Emittance */
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Semantic(Vec4, sv_target0); /* Albedo */
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Semantic(Vec4, sv_target1); /* Emittance */
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};
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//- Vertex shader
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@ -43,7 +43,7 @@ MaterialPS_Input VSDef(MaterialVS, Semantic(u32, SV_InstanceID), Semantic(u32, S
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Vec2 world_pos = mul(instance.xf, Vec3(vert, 1)).xy;
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MaterialPS_Input output;
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output.SV_Position = mul(sig.projection, Vec4(world_pos, 0, 1));
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output.sv_position = mul(sig.projection, Vec4(world_pos, 0, 1));
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output.tex_nurid = instance.tex_nurid;
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output.grid_id = instance.grid_id;
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output.uv = instance.uv0 + ((vert + 0.5) * (instance.uv1 - instance.uv0));
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@ -74,7 +74,7 @@ MaterialPS_Output PSDef(MaterialPS, MaterialPS_Input input)
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{
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StructuredBuffer<MaterialGrid> grids = GpuResourceFromUrid(sig.grids_urid);
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MaterialGrid grid = grids[input.grid_id];
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Vec2 grid_pos = input.SV_Position.xy + grid.offset;
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Vec2 grid_pos = input.sv_position.xy + grid.offset;
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f32 half_thickness = grid.line_thickness / 2;
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f32 spacing = grid.line_spacing;
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u32 color_srgb = grid.bg0_srgb;
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@ -115,8 +115,8 @@ MaterialPS_Output PSDef(MaterialPS, MaterialPS_Input input)
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Vec4 emittance = input.emittance_lin * albedo.a;
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output.SV_Target0 = albedo;
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output.SV_Target1 = emittance;
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output.sv_target0 = albedo;
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output.sv_target1 = emittance;
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return output;
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}
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@ -298,13 +298,13 @@ void CSDef(ShadeCS, Semantic(Vec3U32, SV_DispatchThreadID))
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Struct(UiBlitPS_Input)
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{
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Semantic(Vec4, SV_Position);
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Semantic(Vec4, sv_position);
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Semantic(Vec2, uv);
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};
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Struct(UiBlitPS_Output)
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{
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Semantic(Vec4, SV_Target);
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Semantic(Vec4, sv_target);
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};
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//- ACES
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@ -330,7 +330,7 @@ UiBlitPS_Input VSDef(UiBlitVS, Semantic(u32, SV_VertexID))
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Vec2 vert = unit_quad_verts[SV_VertexID];
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UiBlitPS_Input output;
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output.SV_Position = mul(sig.projection, Vec4(vert, 0, 1));
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output.sv_position = mul(sig.projection, Vec4(vert, 0, 1));
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output.uv = vert + 0.5;
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return output;
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}
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@ -360,7 +360,7 @@ UiBlitPS_Output PSDef(UiBlitPS, UiBlitPS_Input input)
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color = pow(abs(color), 1/sig.gamma);
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}
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output.SV_Target = color;
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output.sv_target = color;
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return output;
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}
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@ -369,15 +369,15 @@ UiBlitPS_Output PSDef(UiBlitPS, UiBlitPS_Input input)
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Struct(UiRectPS_Input)
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{
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nointerpolation Semantic(u32, tex_nurid);
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Semantic(Vec4, sv_position);
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Semantic(nointerpolation u32, tex_nurid);
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Semantic(Vec2, uv);
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Semantic(Vec4, tint_srgb);
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Semantic(Vec4, SV_Position);
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};
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Struct(UiRectPS_Output)
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{
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Semantic(Vec4, SV_Target0);
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Semantic(Vec4, sv_target0);
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};
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//- Vertex shader
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@ -398,7 +398,7 @@ UiRectPS_Input VSDef(UiRectVS, Semantic(u32, SV_InstanceID), Semantic(u32, SV_Ve
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Vec2 world_pos = mul(instance.xf, Vec3(vert, 1)).xy;
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UiRectPS_Input output;
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output.SV_Position = mul(sig.projection, Vec4(world_pos, 0, 1));
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output.sv_position = mul(sig.projection, Vec4(world_pos, 0, 1));
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output.tex_nurid = instance.tex_nurid;
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output.uv = instance.uv0 + ((vert + 0.5) * (instance.uv1 - instance.uv0));
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output.tint_srgb = Vec4NormFromU32(instance.tint_srgb);
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@ -421,7 +421,7 @@ UiRectPS_Output PSDef(UiRectPS, UiRectPS_Input input)
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color *= tex.Sample(sampler, input.uv);
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}
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output.SV_Target0 = color;
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output.sv_target0 = color;
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return output;
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}
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@ -430,13 +430,13 @@ UiRectPS_Output PSDef(UiRectPS, UiRectPS_Input input)
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Struct(UiShapePS_Input)
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{
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Semantic(Vec4, SV_Position);
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Semantic(Vec4, sv_position);
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Semantic(Vec4, color_srgb);
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};
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Struct(UiShapePS_Output)
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{
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Semantic(Vec4, SV_Target);
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Semantic(Vec4, sv_target);
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};
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//- Vertex shader
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@ -447,7 +447,7 @@ UiShapePS_Input VSDef(UiShapeVS, Semantic(u32, SV_VertexID))
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StructuredBuffer<UiShapeVert> verts = GpuResourceFromUrid(sig.verts_urid);
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UiShapeVert vert = verts[SV_VertexID];
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UiShapePS_Input output;
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output.SV_Position = mul(sig.projection, Vec4(vert.pos.xy, 0, 1));
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output.sv_position = mul(sig.projection, Vec4(vert.pos.xy, 0, 1));
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output.color_srgb = Vec4NormFromU32(vert.color_srgb);
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return output;
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}
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@ -457,6 +457,6 @@ UiShapePS_Input VSDef(UiShapeVS, Semantic(u32, SV_VertexID))
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UiShapePS_Output PSDef(UiShapePS, UiShapePS_Input input)
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{
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UiShapePS_Output output;
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output.SV_Target = input.color_srgb;
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output.sv_target = input.color_srgb;
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return output;
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}
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