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GLSL

// File generated by Flax Materials Editor
// Version: @0
#define MATERIAL 1
@3
#include "./Flax/Common.hlsl"
#include "./Flax/MaterialCommon.hlsl"
#include "./Flax/GBufferCommon.hlsl"
#include "./Flax/GUICommon.hlsl"
@7
// Primary constant buffer (with additional material parameters)
META_CB_BEGIN(0, Data)
float4x4 ViewProjectionMatrix;
float4x4 WorldMatrix;
float4x4 ViewMatrix;
float3 ViewPos;
float ViewFar;
float3 ViewDir;
float TimeParam;
float4 ViewInfo;
float4 ScreenSize;
float4 ViewSize;
@1META_CB_END
// Shader resources
@2
// Interpolants passed from the vertex shader
struct VertexOutput
{
float4 Position : SV_Position;
float3 WorldPosition : TEXCOORD0;
float2 TexCoord : TEXCOORD1;
float2 WindowPos : TEXCOORD2;
#if USE_VERTEX_COLOR
half4 VertexColor : COLOR;
#endif
float4 ClipExtents : TEXCOORD3;
float2 ClipOrigin : TEXCOORD4;
#if USE_CUSTOM_VERTEX_INTERPOLATORS
float4 CustomVSToPS[CUSTOM_VERTEX_INTERPOLATORS_COUNT] : TEXCOORD9;
#endif
};
// Interpolants passed to the pixel shader
struct PixelInput
{
float4 Position : SV_Position;
float3 WorldPosition : TEXCOORD0;
float2 TexCoord : TEXCOORD1;
float2 WindowPos : TEXCOORD2;
#if USE_VERTEX_COLOR
half4 VertexColor : COLOR;
#endif
float4 ClipExtents : TEXCOORD3;
float2 ClipOrigin : TEXCOORD4;
#if USE_CUSTOM_VERTEX_INTERPOLATORS
float4 CustomVSToPS[CUSTOM_VERTEX_INTERPOLATORS_COUNT] : TEXCOORD9;
#endif
bool IsFrontFace : SV_IsFrontFace;
};
// Material properties generation input
struct MaterialInput
{
float3 WorldPosition;
float TwoSidedSign;
float2 TexCoord;
#if USE_VERTEX_COLOR
half4 VertexColor;
#endif
float3x3 TBN;
float4 SvPosition;
float3 PreSkinnedPosition;
float3 PreSkinnedNormal;
#if USE_CUSTOM_VERTEX_INTERPOLATORS
float4 CustomVSToPS[CUSTOM_VERTEX_INTERPOLATORS_COUNT];
#endif
};
MaterialInput GetMaterialInput(Render2DVertex input, VertexOutput output)
{
MaterialInput result;
result.WorldPosition = output.WorldPosition;
result.TexCoord = output.TexCoord;
#if USE_VERTEX_COLOR
result.VertexColor = output.VertexColor;
#endif
result.TBN[0] = float3(1, 0, 0);
result.TBN[1] = float3(0, 1, 0);
result.TBN[2] = float3(0, 0, 1);
result.TwoSidedSign = 1.0;
result.SvPosition = output.Position;
#if USE_CUSTOM_VERTEX_INTERPOLATORS
result.CustomVSToPS = output.CustomVSToPS;
#endif
return result;
}
MaterialInput GetMaterialInput(PixelInput input)
{
MaterialInput result;
result.WorldPosition = input.WorldPosition;
result.TexCoord = input.TexCoord;
#if USE_VERTEX_COLOR
result.VertexColor = input.VertexColor;
#endif
result.TBN[0] = float3(1, 0, 0);
result.TBN[1] = float3(0, 1, 0);
result.TBN[2] = float3(0, 0, 1);
result.TwoSidedSign = input.IsFrontFace ? 1.0 : -1.0;
result.SvPosition = input.Position;
#if USE_CUSTOM_VERTEX_INTERPOLATORS
result.CustomVSToPS = input.CustomVSToPS;
#endif
return result;
}
// Transforms a vector from tangent space to world space
float3 TransformTangentVectorToWorld(MaterialInput input, float3 tangentVector)
{
return mul(tangentVector, input.TBN);
}
// Transforms a vector from world space to tangent space
float3 TransformWorldVectorToTangent(MaterialInput input, float3 worldVector)
{
return mul(input.TBN, worldVector);
}
// Transforms a vector from world space to view space
float3 TransformWorldVectorToView(MaterialInput input, float3 worldVector)
{
return mul(worldVector, (float3x3)ViewMatrix);
}
// Transforms a vector from view space to world space
float3 TransformViewVectorToWorld(MaterialInput input, float3 viewVector)
{
return mul((float3x3)ViewMatrix, viewVector);
}
// Transforms a vector from local space to world space
float3 TransformLocalVectorToWorld(MaterialInput input, float3 localVector)
{
return localVector;
}
// Transforms a vector from local space to world space
float3 TransformWorldVectorToLocal(MaterialInput input, float3 worldVector)
{
return worldVector;
}
// Gets the current object position (supports instancing)
float3 GetObjectPosition(MaterialInput input)
{
return float3(0, 0, 0);
}
// Gets the current object size
float3 GetObjectSize(MaterialInput input)
{
return float3(1, 1, 1);
}
// Get the current object random value supports instancing)
float GetPerInstanceRandom(MaterialInput input)
{
return 0;
}
// Get the current object LOD transition dither factor (supports instancing)
float GetLODDitherFactor(MaterialInput input)
{
return 0;
}
// Gets the interpolated vertex color (in linear space)
float4 GetVertexColor(MaterialInput input)
{
#if USE_VERTEX_COLOR
return input.VertexColor;
#else
return 1;
#endif
}
@8
// Get material properties function (for vertex shader)
Material GetMaterialVS(MaterialInput input)
{
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}
// Get material properties function (for pixel shader)
Material GetMaterialPS(MaterialInput input)
{
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}
// Vertex Shader function for GUI materials rendering
META_VS(true, FEATURE_LEVEL_ES2)
META_VS_IN_ELEMENT(POSITION, 0, R32G32_FLOAT, 0, ALIGN, PER_VERTEX, 0, true)
META_VS_IN_ELEMENT(TEXCOORD, 0, R16G16_FLOAT, 0, ALIGN, PER_VERTEX, 0, true)
META_VS_IN_ELEMENT(COLOR, 0, R32G32B32A32_FLOAT, 0, ALIGN, PER_VERTEX, 0, true)
META_VS_IN_ELEMENT(TEXCOORD, 1, R32G32B32A32_FLOAT, 0, ALIGN, PER_VERTEX, 0, true)
META_VS_IN_ELEMENT(TEXCOORD, 2, R32G32B32A32_FLOAT, 0, ALIGN, PER_VERTEX, 0, true)
VertexOutput VS_GUI(Render2DVertex input)
{
VertexOutput output;
// Render2D::RenderingFeatures::VertexSnapping
if ((int)input.CustomDataAndClipOrigin.y & 1)
input.Position = (int2)input.Position;
output.Position = mul(float4(input.Position, 0, 1), ViewProjectionMatrix);
output.WorldPosition = mul(float4(input.Position, 0, 1), WorldMatrix).xyz;
output.TexCoord = input.TexCoord;
output.WindowPos = input.Position;
#if USE_VERTEX_COLOR
output.VertexColor = input.Color;
#endif
output.ClipOrigin = input.CustomDataAndClipOrigin.zw;
output.ClipExtents = input.ClipExtents;
// Get material input params if need to evaluate any material property
#if USE_CUSTOM_VERTEX_INTERPOLATORS
MaterialInput materialInput = GetMaterialInput(input, output);
Material material = GetMaterialVS(materialInput);
#endif
// Copy interpolants for other shader stages
#if USE_CUSTOM_VERTEX_INTERPOLATORS
output.CustomVSToPS = material.CustomVSToPS;
#endif
return output;
}
// Pixel Shader function for GUI materials rendering
META_PS(true, FEATURE_LEVEL_ES2)
float4 PS_GUI(PixelInput input) : SV_Target0
{
// 2D per pixel clipping
PerformClipping(input.ClipOrigin, input.WindowPos, input.ClipExtents);
// Get material parameters
MaterialInput materialInput = GetMaterialInput(input);
Material material = GetMaterialPS(materialInput);
// Masking
#if MATERIAL_MASKED
clip(material.Mask - MATERIAL_MASK_THRESHOLD);
#endif
return float4(material.Emissive, material.Opacity);
}
@9