-
Notifications
You must be signed in to change notification settings - Fork 0
Commit
This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository.
feat: update to .NET 8 and fix build
- Loading branch information
Showing
66 changed files
with
1,145 additions
and
115 deletions.
There are no files selected for viewing
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,16 @@ | ||
[[vk::image_format("rgba8")]] | ||
RWBuffer<float4> Buf; | ||
|
||
[[vk::binding(12)]] | ||
Texture2D texture2D42l; | ||
|
||
[[vk::image_format("rg16f")]] | ||
RWTexture2D<float2> Tex; | ||
|
||
[[vk::binding(6)]] | ||
RWTexture2D<float2> Tex2; // Works like before | ||
|
||
struct aasdf { | ||
float4x4 foobar; | ||
}; | ||
[[vk::binding(2,2)]] ConstantBuffer<aasdf> u_aasdf; |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,89 @@ | ||
shader "Common/Quad" { | ||
properties { | ||
_MainTex ("Texture", 2D) = "white" | ||
} | ||
|
||
subshader { | ||
tags { "RenderType" = "Opaque" } | ||
LOD 100 | ||
|
||
pass { | ||
HLSLPROGRAM | ||
struct Camera { | ||
[[vk::location(0)]] | ||
float4x4 ViewProjectionMatrix; | ||
}; | ||
|
||
struct VSInput { | ||
[[vk::location(0)]] | ||
float3 a_Position : POSITION0; | ||
|
||
[[vk::location(1)]] | ||
float2 a_TexCoord : TEXCOORD0; | ||
}; | ||
|
||
struct VSOutput { | ||
float4 Position : SV_POSITION; | ||
|
||
[[vk::location(0)]] | ||
float2 TexCoord : TEXCOORD0; | ||
}; | ||
|
||
class PushConstants { | ||
float4x4 Transform; | ||
}; | ||
|
||
class Settings { | ||
float Scale; | ||
float Size; | ||
}; | ||
|
||
class Fill1 { float palceholder; }; | ||
class Fill2 { float palceholder; }; | ||
|
||
[[vk::binding(0, 0)]] | ||
ConstantBuffer<Fill1> _fill1; | ||
|
||
[[vk::binding(0, 1)]] | ||
ConstantBuffer<Fill2> _fill2; | ||
|
||
[[vk::binding(0, 2)]] | ||
ConstantBuffer<Camera> u_Camera; | ||
|
||
[[vk::push_constant]] | ||
ConstantBuffer<PushConstants> u_Renderer; | ||
|
||
[[vk::push_constant]] | ||
ConstantBuffer<Settings> u_Settings; | ||
|
||
VSOutput vert(VSInput input) { | ||
VSOutput output = (VSOutput)0; | ||
output.Position = float4(input.a_Position, 1.0) * u_Renderer.Transform * u_Camera.ViewProjectionMatrix; | ||
output.TexCoord = input.a_TexCoord; | ||
|
||
return output; | ||
} | ||
|
||
struct InputFromFrag { | ||
[[vk::location(0)]] | ||
float2 TexCoord; | ||
}; | ||
|
||
float grid(float2 st, float res) { | ||
float2 grid = frac(st); | ||
return step(res, grid.x) * step(res, grid.y); | ||
} | ||
|
||
float4 frag(in InputFromFrag input) : COLOR { | ||
float x = grid(input.TexCoord * 16.025, 0.025); | ||
float4 color = float4(float3(0.2), 0.5) * (1.0 - x); | ||
|
||
if (color.a == 0.0) | ||
discard; | ||
|
||
return color; | ||
} | ||
ENDHLSL | ||
} | ||
} | ||
} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,85 @@ | ||
shader "Common/Quad" { | ||
properties { | ||
_MainTex ("Texture", 2D) = "white" | ||
} | ||
|
||
subshader { | ||
tags { "RenderType" = "Opaque" } | ||
LOD 100 | ||
|
||
pass { | ||
HLSLPROGRAM | ||
|
||
struct Camera { | ||
[[vk::location(0)]] | ||
float4x4 Position; | ||
|
||
[[vk::location(1)]] | ||
float3 Test123; | ||
}; | ||
|
||
struct Camera2 { | ||
[[vk::location(0)]] | ||
float4x4 Position; | ||
|
||
[[vk::location(1)]] | ||
float3 Test123; | ||
}; | ||
|
||
struct VSInput { | ||
[[vk::location(0)]] | ||
float3 a_Position : POSITION0; | ||
|
||
[[vk::location(1)]] | ||
float2 a_TexCoord : TEXCOORD0; | ||
}; | ||
|
||
struct VSOutput { | ||
float4 Pos : SV_POSITION; | ||
|
||
[[vk::location(0)]] | ||
float2 TexCoord : TEXCOORD0; | ||
}; | ||
|
||
struct PushConstants { | ||
uint calculateNormals; | ||
float someVariable; | ||
float4x4 someMatrix; | ||
}; | ||
|
||
|
||
// [[vk::binding(0)]] | ||
// RWTexture2D<float> u_Texture; | ||
|
||
[[vk::binding(0, 0)]] | ||
ConstantBuffer<Camera2> u_RandomFloat; | ||
|
||
[[vk::binding(0, 1)]] | ||
ConstantBuffer<Camera> u_Camera; | ||
|
||
[[vk::push_constant]] | ||
ConstantBuffer<PushConstants> pushConstants; | ||
|
||
|
||
VSOutput vert(VSInput input) { | ||
VSOutput output = (VSOutput)0; | ||
output.Pos = float4(input.a_Position.xy, 0, 1.0); | ||
output.Pos = float4(u_RandomFloat.Test123, pushConstants.calculateNormals); | ||
output.Pos = float4(u_Camera.Test123.x, 0, pushConstants.someVariable, u_RandomFloat.Test123.x); | ||
output.TexCoord = input.a_TexCoord; | ||
|
||
return output; | ||
} | ||
|
||
struct InputFromFrag { | ||
float2 TexCoord; | ||
}; | ||
|
||
float4 frag(in InputFromFrag input) : COLOR { | ||
return float4(0,0,0,0); | ||
// return texture(u_Texture, input.TexCoord); | ||
} | ||
ENDHLSL | ||
} | ||
} | ||
} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,50 @@ | ||
shader "Common/RenderShader" { | ||
properties { | ||
_MainTex ("Texture", 2D) = "white" | ||
} | ||
|
||
subshader { | ||
tags { "RenderType" = "Opaque" } | ||
LOD 100 | ||
|
||
pass { | ||
HLSLPROGRAM | ||
|
||
struct VSInput { | ||
[[vk::location(0)]] | ||
float3 a_Position : POSITION0; | ||
|
||
[[vk::location(1)]] | ||
float2 a_TexCoord : TEXCOORD0; | ||
}; | ||
|
||
struct VSOutput { | ||
float4 Pos : SV_POSITION; | ||
|
||
[[vk::location(0)]] | ||
float2 TexCoord : TEXCOORD0; | ||
}; | ||
|
||
VSOutput vert(VSInput input) { | ||
VSOutput output = (VSOutput)0; | ||
output.Pos = float4(input.a_Position.xy, 0, 1.0); | ||
output.TexCoord = input.a_TexCoord; | ||
|
||
return output; | ||
} | ||
|
||
[[vk::binding(0)]] | ||
RWTexture2D<float> u_Texture; | ||
|
||
struct InputFromFrag { | ||
float2 TexCoord; | ||
}; | ||
|
||
float4 frag(in InputFromFrag input) : COLOR { | ||
return float4(0,0,0,0); | ||
// return texture(u_Texture, input.TexCoord); | ||
} | ||
ENDHLSL | ||
} | ||
} | ||
} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,12 @@ | ||
#version 330 core | ||
|
||
layout(location = 0) out vec4 color; | ||
|
||
in vec3 v_Position; | ||
in vec4 v_Color; | ||
|
||
void main() | ||
{ | ||
color = vec4(v_Position * 0.5 + 0.5, 1.0); | ||
color = v_Color; | ||
} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1 @@ | ||
Meta TODO |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,19 @@ | ||
#version 330 core | ||
|
||
layout(location = 0) in vec3 a_Position; | ||
//layout(location = 1) in vec4 a_Color; | ||
|
||
uniform vec4 u_Color; | ||
uniform mat4 u_ViewProjection; | ||
uniform mat4 u_Transform; | ||
|
||
out vec3 v_Position; | ||
out vec4 v_Color; | ||
|
||
void main() | ||
{ | ||
v_Position = a_Position; | ||
v_Color = u_Color; | ||
// gl_Position = u_ViewProjection * u_Transform * vec4(a_Position, 1.0); | ||
gl_Position = vec4(a_Position, 1.0); | ||
} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,83 @@ | ||
shader "Common/FoobarShader" { | ||
properties { | ||
_MainTex ("Texture", 2D) = "white" {} | ||
} | ||
|
||
subshader { | ||
tags { "RenderType" = "Opaque" } | ||
LOD 100 | ||
|
||
pass { | ||
vertexEntry vertex | ||
fragmentEntry frament | ||
computeEntry compute | ||
|
||
HLSLPROGRAM | ||
#include "Common/Base" | ||
|
||
struct Particle { | ||
float4 pos; | ||
float4 vel; | ||
float4 uv; | ||
float4 normal; | ||
float pinned; | ||
}; | ||
|
||
[[vk::binding(0)]] | ||
StructuredBuffer<Particle> particleIn; | ||
[[vk::binding(1)]] | ||
RWStructuredBuffer<Particle> particleOut; | ||
|
||
|
||
struct PushConstants { | ||
uint calculateNormals; | ||
float someVariable; | ||
float4x4 someMatrix; | ||
}; | ||
|
||
|
||
|
||
struct ScreenData { | ||
float2 InvFullResolution; | ||
float2 FullResolution; | ||
float2 InvHalfResolution; | ||
float2 HalfResolution; | ||
}; | ||
[[vk::binding(2,2)]] ConstantBuffer<ScreenData> u_ScreenData; | ||
|
||
cbuffer MyContantBuffer : register(b2, space6) | ||
{ | ||
float4x4 matW; | ||
} | ||
|
||
struct VSInput | ||
{ | ||
[[vk::location(0)]]float2 Pos : POSITION0; | ||
[[vk::location(1)]]float2 UV : TEXCOORD0; | ||
}; | ||
|
||
struct VSOutput | ||
{ | ||
float4 Pos : SV_POSITION; | ||
float2 test; | ||
[[vk::location(4)]]float2 UV : TEXCOORD0; | ||
}; | ||
|
||
[[vk::push_constant]] | ||
ConstantBuffer<PushConstants> pushConstants; | ||
|
||
void compute() {} | ||
|
||
VSOutput main(VSInput input) | ||
{ | ||
VSOutput output = (VSOutput)0; | ||
output.Pos = float4(input.Pos, pushConstants.calculateNormals, 1.0); | ||
output.UV = input.UV; | ||
output.test = u_ScreenData.FullResolution; | ||
|
||
return output; | ||
} | ||
ENDHLSL | ||
} | ||
} | ||
} |
Oops, something went wrong.