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260
Content/Editor/MaterialTemplates/GUI.shader
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260
Content/Editor/MaterialTemplates/GUI.shader
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// File generated by Flax Materials Editor
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// Version: @0
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#define MATERIAL 1
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@3
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#include "./Flax/Common.hlsl"
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#include "./Flax/MaterialCommon.hlsl"
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#include "./Flax/GBufferCommon.hlsl"
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#include "./Flax/GUICommon.hlsl"
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@7
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// Primary constant buffer (with additional material parameters)
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META_CB_BEGIN(0, Data)
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float4x4 ViewProjectionMatrix;
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float4x4 WorldMatrix;
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float4x4 ViewMatrix;
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float3 ViewPos;
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float ViewFar;
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float3 ViewDir;
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float TimeParam;
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float4 ViewInfo;
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float4 ScreenSize;
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@1META_CB_END
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// Material shader resources
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@2
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// Interpolants passed from the vertex shader
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struct VertexOutput
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{
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float4 Position : SV_Position;
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float3 WorldPosition : TEXCOORD0;
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float2 TexCoord : TEXCOORD1;
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float2 WindowPos : TEXCOORD2;
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#if USE_VERTEX_COLOR
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half4 VertexColor : COLOR;
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#endif
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float4 ClipExtents : TEXCOORD3;
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float2 ClipOrigin : TEXCOORD4;
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#if USE_CUSTOM_VERTEX_INTERPOLATORS
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float4 CustomVSToPS[CUSTOM_VERTEX_INTERPOLATORS_COUNT] : TEXCOORD9;
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#endif
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};
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// Interpolants passed to the pixel shader
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struct PixelInput
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{
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float4 Position : SV_Position;
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float3 WorldPosition : TEXCOORD0;
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float2 TexCoord : TEXCOORD1;
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float2 WindowPos : TEXCOORD2;
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#if USE_VERTEX_COLOR
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half4 VertexColor : COLOR;
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#endif
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float4 ClipExtents : TEXCOORD3;
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float2 ClipOrigin : TEXCOORD4;
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#if USE_CUSTOM_VERTEX_INTERPOLATORS
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float4 CustomVSToPS[CUSTOM_VERTEX_INTERPOLATORS_COUNT] : TEXCOORD9;
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#endif
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bool IsFrontFace : SV_IsFrontFace;
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};
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// Material properties generation input
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struct MaterialInput
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{
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float3 WorldPosition;
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float TwoSidedSign;
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float2 TexCoord;
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#if USE_VERTEX_COLOR
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half4 VertexColor;
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#endif
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float3x3 TBN;
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float4 SvPosition;
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float3 PreSkinnedPosition;
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float3 PreSkinnedNormal;
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#if USE_CUSTOM_VERTEX_INTERPOLATORS
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float4 CustomVSToPS[CUSTOM_VERTEX_INTERPOLATORS_COUNT];
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#endif
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};
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MaterialInput GetMaterialInput(Render2DVertex input, VertexOutput output)
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{
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MaterialInput result;
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result.WorldPosition = output.WorldPosition;
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result.TexCoord = output.TexCoord;
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#if USE_VERTEX_COLOR
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result.VertexColor = output.VertexColor;
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#endif
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result.TBN[0] = float3(1, 0, 0);
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result.TBN[1] = float3(0, 1, 0);
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result.TBN[2] = float3(0, 0, 1);
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result.TwoSidedSign = 1.0;
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result.SvPosition = output.Position;
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#if USE_CUSTOM_VERTEX_INTERPOLATORS
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result.CustomVSToPS = output.CustomVSToPS;
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#endif
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return result;
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}
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MaterialInput GetMaterialInput(PixelInput input)
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{
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MaterialInput result;
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result.WorldPosition = input.WorldPosition;
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result.TexCoord = input.TexCoord;
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#if USE_VERTEX_COLOR
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result.VertexColor = input.VertexColor;
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#endif
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result.TBN[0] = float3(1, 0, 0);
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result.TBN[1] = float3(0, 1, 0);
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result.TBN[2] = float3(0, 0, 1);
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result.TwoSidedSign = input.IsFrontFace ? 1.0 : -1.0;
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result.SvPosition = input.Position;
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#if USE_CUSTOM_VERTEX_INTERPOLATORS
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result.CustomVSToPS = input.CustomVSToPS;
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#endif
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return result;
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}
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// Transforms a vector from tangent space to world space
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float3 TransformTangentVectorToWorld(MaterialInput input, float3 tangentVector)
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{
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return mul(tangentVector, input.TBN);
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}
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// Transforms a vector from world space to tangent space
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float3 TransformWorldVectorToTangent(MaterialInput input, float3 worldVector)
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{
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return mul(input.TBN, worldVector);
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}
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// Transforms a vector from world space to view space
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float3 TransformWorldVectorToView(MaterialInput input, float3 worldVector)
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{
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return mul(worldVector, (float3x3)ViewMatrix);
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}
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// Transforms a vector from view space to world space
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float3 TransformViewVectorToWorld(MaterialInput input, float3 viewVector)
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{
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return mul((float3x3)ViewMatrix, viewVector);
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}
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// Transforms a vector from local space to world space
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float3 TransformLocalVectorToWorld(MaterialInput input, float3 localVector)
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{
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return localVector;
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}
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// Transforms a vector from local space to world space
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float3 TransformWorldVectorToLocal(MaterialInput input, float3 worldVector)
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{
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return worldVector;
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}
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// Gets the current object position (supports instancing)
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float3 GetObjectPosition(MaterialInput input)
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{
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return float3(0, 0, 0);
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}
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// Gets the current object size
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float3 GetObjectSize(MaterialInput input)
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{
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return float3(1, 1, 1);
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}
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// Get the current object random value supports instancing)
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float GetPerInstanceRandom(MaterialInput input)
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{
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return 0;
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}
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// Get the current object LOD transition dither factor (supports instancing)
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float GetLODDitherFactor(MaterialInput input)
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{
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return 0;
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}
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// Gets the interpolated vertex color (in linear space)
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float4 GetVertexColor(MaterialInput input)
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{
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#if USE_VERTEX_COLOR
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return input.VertexColor;
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#else
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return 1;
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#endif
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}
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// Get material properties function (for vertex shader)
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Material GetMaterialVS(MaterialInput input)
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{
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@5
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}
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// Get material properties function (for pixel shader)
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Material GetMaterialPS(MaterialInput input)
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{
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@4
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}
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// Programmatically set the line number after all the material inputs which have a variable number of line endings
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// This allows shader error line numbers after this point to be the same regardless of which material is being compiled
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#line 1000
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// Vertex Shader function for GUI materials rendering
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META_VS(true, FEATURE_LEVEL_ES2)
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META_VS_IN_ELEMENT(POSITION, 0, R32G32_FLOAT, 0, ALIGN, PER_VERTEX, 0, true)
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META_VS_IN_ELEMENT(TEXCOORD, 0, R16G16_FLOAT, 0, ALIGN, PER_VERTEX, 0, true)
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META_VS_IN_ELEMENT(COLOR, 0, R32G32B32A32_FLOAT, 0, ALIGN, PER_VERTEX, 0, true)
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META_VS_IN_ELEMENT(TEXCOORD, 1, R32G32B32A32_FLOAT, 0, ALIGN, PER_VERTEX, 0, true)
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META_VS_IN_ELEMENT(TEXCOORD, 2, R32G32B32A32_FLOAT, 0, ALIGN, PER_VERTEX, 0, true)
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VertexOutput VS_GUI(Render2DVertex input)
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{
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VertexOutput output;
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// Render2D::RenderingFeatures::VertexSnapping
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if ((int)input.CustomDataAndClipOrigin.y & 1)
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input.Position = (int2)input.Position;
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output.Position = mul(float4(input.Position, 0, 1), ViewProjectionMatrix);
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output.WorldPosition = mul(float4(input.Position, 0, 1), WorldMatrix).xyz;
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output.TexCoord = input.TexCoord;
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output.WindowPos = input.Position;
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#if USE_VERTEX_COLOR
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output.VertexColor = input.Color;
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#endif
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output.ClipOrigin = input.CustomDataAndClipOrigin.zw;
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output.ClipExtents = input.ClipExtents;
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// Get material input params if need to evaluate any material property
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#if USE_CUSTOM_VERTEX_INTERPOLATORS
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MaterialInput materialInput = GetMaterialInput(input, output);
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Material material = GetMaterialVS(materialInput);
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#endif
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// Copy interpolants for other shader stages
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#if USE_CUSTOM_VERTEX_INTERPOLATORS
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output.CustomVSToPS = material.CustomVSToPS;
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#endif
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return output;
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}
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// Pixel Shader function for GUI materials rendering
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META_PS(true, FEATURE_LEVEL_ES2)
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float4 PS_GUI(PixelInput input) : SV_Target0
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{
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// 2D per pixel clipping
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PerformClipping(input.ClipOrigin, input.WindowPos, input.ClipExtents);
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// Get material parameters
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MaterialInput materialInput = GetMaterialInput(input);
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Material material = GetMaterialPS(materialInput);
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// Masking
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#if MATERIAL_MASKED
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clip(material.Mask - MATERIAL_MASK_THRESHOLD);
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#endif
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return float4(material.Emissive, material.Opacity);
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}
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