Shader structure done.
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@ -1,9 +1,18 @@
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uniform float4x4 u_Projection;
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uniform float4x4 u_View;
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uniform float4x4 u_Model;
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uniform float4 u_Color;
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uniform bool u_HasTexture;
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uniform Sampler2D u_Texture;
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struct Transforms {
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float4x4 projection;
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float4x4 view;
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float4x4 model;
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}
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struct Colors {
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bool hasTexture;
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float4 colors[4];
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int somethingElse;
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Sampler2D texture;
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}
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uniform Transforms transforms;
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uniform Colors colors;
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struct AssembledVertex {
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float3 position : POSITION;
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@ -19,10 +28,6 @@ struct VertexStageOutput {
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float4 sv_position : SV_Position;
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};
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float4 someFunction(float4 color) {
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return color * float4(0.5, 0.5, 0.5, 1.0);
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}
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[shader("vertex")]
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VertexStageOutput vertexMain(
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AssembledVertex assembledVertex
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@ -35,7 +40,7 @@ VertexStageOutput vertexMain(
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output.sv_position = mul(
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float4(position, 1.0),
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mul(u_Model, mul(u_View, u_Projection))
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mul(transforms.model, mul(transforms.view, transforms.projection))
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);
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return output;
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@ -46,10 +51,10 @@ Fragment fragmentMain(
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float2 uv: UV
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) : SV_Target {
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Fragment output;
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if(u_HasTexture) {
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output.color = u_Texture.Sample(uv) * u_Color;
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if (colors.hasTexture) {
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output.color = colors.texture.Sample(uv) * colors.colors[0];
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} else {
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output.color = someFunction(u_Color);
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output.color = colors.colors[0] - float4(colors.somethingElse, 0, 0, 0);
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}
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return output;
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}
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