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2 Commits
2023.817.0
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2023.822.0
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8e27d2d1b2 | ||
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4df849eee1 |
@@ -1,14 +1,19 @@
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#include "Internal/sh_MaskingInfo.h"
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layout(location = 0) in vec2 m_Position;
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layout(location = 0) in vec2 m_Position;
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layout(location = 1) in vec4 m_Colour;
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layout(location = 1) in vec4 m_Colour;
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layout(location = 2) in vec2 m_TexCoord;
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layout(location = 2) in vec2 m_TexCoord;
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layout(location = 3) in vec4 m_TexRect;
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layout(location = 3) in vec4 m_TexRect;
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layout(location = 4) in float m_Time;
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layout(location = 4) in float m_Time;
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layout(location = 5) in int m_MaskingIndex;
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layout(location = 0) out vec2 v_MaskingPosition;
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layout(location = 0) out vec2 v_MaskingPosition;
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layout(location = 1) out vec4 v_Colour;
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layout(location = 1) out vec4 v_Colour;
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layout(location = 2) out vec2 v_TexCoord;
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layout(location = 2) out vec2 v_TexCoord;
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layout(location = 3) out vec4 v_TexRect;
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layout(location = 3) out vec4 v_TexRect;
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layout(location = 4) out vec2 v_BlendRange;
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layout(location = 4) out vec2 v_BlendRange;
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layout(location = 5) flat out int v_MaskingIndex;
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layout(location = 6) out highp vec2 v_ScissorPosition;
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layout(std140, set = 1, binding = 0) uniform m_CursorTrailParameters
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layout(std140, set = 1, binding = 0) uniform m_CursorTrailParameters
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{
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{
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@@ -18,15 +23,21 @@ layout(std140, set = 1, binding = 0) uniform m_CursorTrailParameters
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void main(void)
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void main(void)
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{
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{
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InitMasking(m_MaskingIndex);
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// Transform to position to masking space.
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// Transform to position to masking space.
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vec3 maskingPos = g_ToMaskingSpace * vec3(m_Position, 1.0);
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highp vec4 maskingPos = g_MaskingInfo.ToMaskingSpace * vec4(m_Position.xy, 1.0, 1.0);
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v_MaskingPosition = maskingPos.xy / maskingPos.z;
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v_MaskingPosition = maskingPos.xy / maskingPos.z;
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highp vec4 scissorPos = g_MaskingInfo.ToScissorSpace * vec4(m_Position.xy, 1.0, 1.0);
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v_ScissorPosition = scissorPos.xy / scissorPos.z;
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v_Colour = vec4(m_Colour.rgb, m_Colour.a * pow(clamp(m_Time - g_FadeClock, 0.0, 1.0), g_FadeExponent));
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v_Colour = vec4(m_Colour.rgb, m_Colour.a * pow(clamp(m_Time - g_FadeClock, 0.0, 1.0), g_FadeExponent));
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v_TexCoord = m_TexCoord;
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v_TexCoord = m_TexCoord;
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v_TexRect = m_TexRect;
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v_TexRect = m_TexRect;
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v_BlendRange = vec2(0.0);
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v_BlendRange = vec2(0.0);
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v_MaskingIndex = m_MaskingIndex;
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gl_Position = g_ProjMatrix * vec4(m_Position, 1.0, 1.0);
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gl_Position = g_ProjMatrix * vec4(m_Position, 1.0, 1.0);
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}
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}
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