添加批量drawcall
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26
Sandbox/assets/shaders/FlatColor.glsl
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26
Sandbox/assets/shaders/FlatColor.glsl
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@ -0,0 +1,26 @@
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// Flat Color Shader
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#type vertex
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#version 460 core
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layout(location = 0) in vec3 a_Position;
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layout(location = 1) in vec2 a_TexCoord;
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uniform mat4 u_ViewProjection;
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uniform mat4 u_Transform;
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void main() {
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gl_Position = u_ViewProjection * u_Transform * vec4(a_Position, 1.0f);
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}
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#type fragment
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#version 460 core
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layout(location = 0) out vec4 color;
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uniform vec4 u_Color;
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void main() {
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color = u_Color;
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}
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@ -2,16 +2,23 @@
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#version 460 core
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layout(location = 0) in vec3 a_Position;
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layout(location = 1) in vec2 a_TexCoord;
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layout(location = 1) in vec4 a_Color;
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layout(location = 2) in vec2 a_TexCoord;
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layout(location = 3) in float a_TexIndex;
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uniform mat4 u_ViewProjection;
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uniform mat4 u_Transform;
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//uniform mat4 u_Transform;
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out vec2 v_TexCoord;
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out vec4 v_Color;
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out float v_TexIndex;
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void main() {
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v_TexCoord = a_TexCoord;
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gl_Position = u_ViewProjection * u_Transform * vec4(a_Position, 1.0f);
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v_Color = a_Color;
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v_TexIndex = a_TexIndex;
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gl_Position = u_ViewProjection * vec4(a_Position, 1.0f);
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}
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#type fragment
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@ -20,19 +27,15 @@ void main() {
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layout(location = 0) out vec4 color;
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in vec2 v_TexCoord;
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in vec4 v_Color;
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in float v_TexIndex;
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uniform sampler2D u_Texture;
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uniform float u_TilingFactor;
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uniform vec4 u_Color;
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uniform sampler2D u_Textures[32];
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void main() {
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vec4 tmpColor = texture(u_Texture, v_TexCoord);
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if(gl_FragCoord.x < 635){
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color = tmpColor;
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}
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else{
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if(tmpColor.a < 0.1){
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discard;
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}else{
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color = vec4(v_TexCoord, 0.0f, 1.0f);
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}
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}
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color = texture(u_Textures[int(v_TexIndex)], v_TexCoord * u_TilingFactor) * v_Color;
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// color = v_Color;
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}
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