Shaders now compile all the way to OpenGL
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@ -1,11 +1,7 @@
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struct MVP {
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struct Uniforms {
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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 Uniforms {
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MVP mvp;
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float4 u_Color;
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bool u_HasTexture;
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Sampler2D u_Texture;
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@ -29,9 +25,10 @@ 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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uniform ParameterBlock<Uniforms> uniforms;
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[shader("vertex")]
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VertexStageOutput vertexMain(
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uniform ParameterBlock<Uniforms> uniforms,
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AssembledVertex assembledVertex
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) {
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VertexStageOutput output;
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@ -42,7 +39,7 @@ VertexStageOutput vertexMain(
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output.sv_position = mul(
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float4(position, 1.0),
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mul(uniforms.mvp.model, mul(uniforms.mvp.view, uniforms.mvp.projection))
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mul(uniforms.model, mul(uniforms.view, uniforms.projection))
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);
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return output;
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@ -50,7 +47,6 @@ VertexStageOutput vertexMain(
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[shader("fragment")]
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Fragment fragmentMain(
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uniform ParameterBlock<Uniforms> uniforms,
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float2 uv: UV
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) : SV_Target {
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Fragment output;
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