//////////////////////////////////////////////////////////// //~ Rect types ShaderConstant(i32, UI_ShaderConst_TargetWidth, 0); ShaderConstant(i32, UI_ShaderConst_TargetHeight, 1); ShaderConstant(StructuredBufferHandle, UI_ShaderConst_Rects, 2); ShaderConstant(SamplerStateHandle, UI_ShaderConst_Sampler, 3); ShaderConstant(b32, UI_ShaderConst_DebugDraw, 4); 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; Texture2DHandle tex; f32 tl_rounding; f32 tr_rounding; f32 br_rounding; f32 bl_rounding; };