添加鼠标点击实体事件,添加spirv着色器系统
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104
Sandbox/assets/shaders/quad.glsl
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104
Sandbox/assets/shaders/quad.glsl
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// Basic Texture Shader
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#type vertex
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#version 450 core
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layout(location = 0) in vec3 a_Position;
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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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layout(location = 4) in float a_TilingFactor;
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layout(location = 5) in int a_EntityID;
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layout(std140, binding = 0) uniform Camera
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{
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mat4 u_ViewProjection;
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};
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struct VertexOutput
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{
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vec4 Color;
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vec2 TexCoord;
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float TilingFactor;
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};
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layout (location = 0) out VertexOutput Output;
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layout (location = 3) out flat float v_TexIndex;
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layout (location = 4) out flat int v_EntityID;
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void main()
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{
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Output.Color = a_Color;
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Output.TexCoord = a_TexCoord;
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Output.TilingFactor = a_TilingFactor;
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v_TexIndex = a_TexIndex;
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v_EntityID = a_EntityID;
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gl_Position = u_ViewProjection * vec4(a_Position, 1.0);
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}
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#type fragment
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#version 450 core
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layout(location = 0) out vec4 o_Color;
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layout(location = 1) out int o_EntityID;
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struct VertexOutput
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{
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vec4 Color;
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vec2 TexCoord;
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float TilingFactor;
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};
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layout (location = 0) in VertexOutput Input;
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layout (location = 3) in flat float v_TexIndex;
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layout (location = 4) in flat int v_EntityID;
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layout (binding = 0) uniform sampler2D u_Textures[32];
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void main()
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{
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vec4 texColor = Input.Color;
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switch(int(v_TexIndex))
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{
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case 0: texColor *= texture(u_Textures[ 0], Input.TexCoord * Input.TilingFactor); break;
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case 1: texColor *= texture(u_Textures[ 1], Input.TexCoord * Input.TilingFactor); break;
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case 2: texColor *= texture(u_Textures[ 2], Input.TexCoord * Input.TilingFactor); break;
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case 3: texColor *= texture(u_Textures[ 3], Input.TexCoord * Input.TilingFactor); break;
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case 4: texColor *= texture(u_Textures[ 4], Input.TexCoord * Input.TilingFactor); break;
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case 5: texColor *= texture(u_Textures[ 5], Input.TexCoord * Input.TilingFactor); break;
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case 6: texColor *= texture(u_Textures[ 6], Input.TexCoord * Input.TilingFactor); break;
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case 7: texColor *= texture(u_Textures[ 7], Input.TexCoord * Input.TilingFactor); break;
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case 8: texColor *= texture(u_Textures[ 8], Input.TexCoord * Input.TilingFactor); break;
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case 9: texColor *= texture(u_Textures[ 9], Input.TexCoord * Input.TilingFactor); break;
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case 10: texColor *= texture(u_Textures[10], Input.TexCoord * Input.TilingFactor); break;
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case 11: texColor *= texture(u_Textures[11], Input.TexCoord * Input.TilingFactor); break;
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case 12: texColor *= texture(u_Textures[12], Input.TexCoord * Input.TilingFactor); break;
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case 13: texColor *= texture(u_Textures[13], Input.TexCoord * Input.TilingFactor); break;
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case 14: texColor *= texture(u_Textures[14], Input.TexCoord * Input.TilingFactor); break;
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case 15: texColor *= texture(u_Textures[15], Input.TexCoord * Input.TilingFactor); break;
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case 16: texColor *= texture(u_Textures[16], Input.TexCoord * Input.TilingFactor); break;
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case 17: texColor *= texture(u_Textures[17], Input.TexCoord * Input.TilingFactor); break;
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case 18: texColor *= texture(u_Textures[18], Input.TexCoord * Input.TilingFactor); break;
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case 19: texColor *= texture(u_Textures[19], Input.TexCoord * Input.TilingFactor); break;
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case 20: texColor *= texture(u_Textures[20], Input.TexCoord * Input.TilingFactor); break;
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case 21: texColor *= texture(u_Textures[21], Input.TexCoord * Input.TilingFactor); break;
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case 22: texColor *= texture(u_Textures[22], Input.TexCoord * Input.TilingFactor); break;
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case 23: texColor *= texture(u_Textures[23], Input.TexCoord * Input.TilingFactor); break;
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case 24: texColor *= texture(u_Textures[24], Input.TexCoord * Input.TilingFactor); break;
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case 25: texColor *= texture(u_Textures[25], Input.TexCoord * Input.TilingFactor); break;
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case 26: texColor *= texture(u_Textures[26], Input.TexCoord * Input.TilingFactor); break;
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case 27: texColor *= texture(u_Textures[27], Input.TexCoord * Input.TilingFactor); break;
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case 28: texColor *= texture(u_Textures[28], Input.TexCoord * Input.TilingFactor); break;
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case 29: texColor *= texture(u_Textures[29], Input.TexCoord * Input.TilingFactor); break;
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case 30: texColor *= texture(u_Textures[30], Input.TexCoord * Input.TilingFactor); break;
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case 31: texColor *= texture(u_Textures[31], Input.TexCoord * Input.TilingFactor); break;
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}
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if (texColor.a == 0.0)
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discard;
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o_Color = texColor;
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o_EntityID = v_EntityID;
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}
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