Merge branch 'debugshader' of https://github.com/Withaust/FlaxEngine into Withaust-debugshader
This commit is contained in:
@@ -632,9 +632,10 @@ void DebugDrawService::Update()
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desc.VS = shader->GetVS("VS");
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desc.VS = shader->GetVS("VS");
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// Default
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// Default
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desc.PS = shader->GetPS("PS");
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desc.PS = shader->GetPS("PSUnlit");
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desc.PrimitiveTopologyType = PrimitiveTopologyType::Line;
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desc.PrimitiveTopologyType = PrimitiveTopologyType::Line;
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failed |= DebugDrawPsLinesDefault.Create(desc);
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failed |= DebugDrawPsLinesDefault.Create(desc);
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desc.PS = shader->GetPS("PS");
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desc.PrimitiveTopologyType = PrimitiveTopologyType::Triangle;
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desc.PrimitiveTopologyType = PrimitiveTopologyType::Triangle;
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failed |= DebugDrawPsTrianglesDefault.Create(desc);
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failed |= DebugDrawPsTrianglesDefault.Create(desc);
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desc.Wireframe = true;
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desc.Wireframe = true;
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@@ -642,9 +643,10 @@ void DebugDrawService::Update()
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// Depth Test
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// Depth Test
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desc.Wireframe = false;
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desc.Wireframe = false;
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desc.PS = shader->GetPS("PS_DepthTest");
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desc.PS = shader->GetPS("PS_DepthTestUnlit");
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desc.PrimitiveTopologyType = PrimitiveTopologyType::Line;
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desc.PrimitiveTopologyType = PrimitiveTopologyType::Line;
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failed |= DebugDrawPsLinesDepthTest.Create(desc);
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failed |= DebugDrawPsLinesDepthTest.Create(desc);
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desc.PS = shader->GetPS("PS_DepthTest");
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desc.PrimitiveTopologyType = PrimitiveTopologyType::Triangle;
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desc.PrimitiveTopologyType = PrimitiveTopologyType::Triangle;
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failed |= DebugDrawPsTrianglesDepthTest.Create(desc);
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failed |= DebugDrawPsTrianglesDepthTest.Create(desc);
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desc.Wireframe = true;
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desc.Wireframe = true;
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@@ -54,9 +54,22 @@ float4 PS(VS2PS input) : SV_Target
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return PerformFakeLighting(input.Position, input.Color);
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return PerformFakeLighting(input.Position, input.Color);
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}
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}
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META_PS(true, FEATURE_LEVEL_ES2)
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float4 PSUnlit(VS2PS input) : SV_Target
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{
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return input.Color;
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}
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META_PS(true, FEATURE_LEVEL_ES2)
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META_PS(true, FEATURE_LEVEL_ES2)
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float4 PS_DepthTest(VS2PS input) : SV_Target
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float4 PS_DepthTest(VS2PS input) : SV_Target
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{
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{
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PerformDepthTest(input.Position);
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PerformDepthTest(input.Position);
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return PerformFakeLighting(input.Position, input.Color);
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return PerformFakeLighting(input.Position, input.Color);
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}
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}
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META_PS(true, FEATURE_LEVEL_ES2)
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float4 PS_DepthTestUnlit(VS2PS input) : SV_Target
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{
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PerformDepthTest(input.Position);
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return input.Color;
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}
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