//////////////////////////////////////////////////////////// //~ Constant types G_DeclConstant(G_StructuredBufferRef, UI_ShaderConst_Params, 0); G_DeclConstant(b32, UI_ShaderConst_DebugDraw, 1); Struct(UI_DParams) { Vec2I32 target_size; G_Texture2DRef target_ro; G_StructuredBufferRef rects; G_SamplerStateRef sampler; }; //////////////////////////////////////////////////////////// //~ Rect types Struct(UI_DRect) { Vec2 p0; Vec2 p1; Vec4 tint_lin; Vec4 background_lin; Vec4 border_lin; Vec4 debug_lin; f32 border; Vec2 tex_uv0; Vec2 tex_uv1; G_Texture2DRef tex; f32 tl_rounding; f32 tr_rounding; f32 br_rounding; f32 bl_rounding; };