Add render textures
continuous-integration/drone/push Build is passing
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continuous-integration/drone/push Build is passing
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This commit is contained in:
parent
a4280c8fe8
commit
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70
src/main.zig
70
src/main.zig
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@ -6,8 +6,9 @@ const ona = @import("ona");
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const Actors = struct {
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instances: coral.stack.Sequential(ona.gfx.Point2D) = .{.allocator = coral.heap.allocator},
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quad_mesh_2d: ona.gfx.Handle = .none,
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body_texture: ona.gfx.Handle = .none,
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quad_mesh_2d: ?*ona.gfx.Handle = null,
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body_texture: ?*ona.gfx.Handle = null,
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render_texture: ?*ona.gfx.Handle = null,
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};
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const Player = struct {
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@ -24,8 +25,21 @@ pub fn main() !void {
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fn load(display: coral.Write(ona.gfx.Display), actors: coral.Write(Actors), assets: coral.Write(ona.gfx.Assets)) !void {
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display.res.width, display.res.height = .{1280, 720};
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actors.res.body_texture = try assets.res.open_file(coral.files.bundle, "actor.bmp");
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actors.res.quad_mesh_2d = try assets.res.open_quad_mesh_2d(@splat(1));
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actors.res.body_texture = try assets.res.create_from_file(coral.files.bundle, "actor.bmp");
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actors.res.quad_mesh_2d = try assets.res.create_quad_mesh_2d(@splat(1));
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actors.res.render_texture = try assets.res.context.create(.{
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.texture = .{
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.format = .rgba8,
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.access = .{
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.render = .{
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.width = display.res.width,
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.height = display.res.height,
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},
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},
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},
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});
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try actors.res.instances.push_grow(.{0, 0});
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}
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@ -34,27 +48,47 @@ fn exit(actors: coral.Write(Actors)) void {
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actors.res.instances.deinit();
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}
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fn render(queue: ona.gfx.Queue, actors: coral.Write(Actors)) !void {
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for (actors.res.instances.values) |instance| {
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try queue.commands.append(.{
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.instance_2d = .{
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.mesh_2d = actors.res.quad_mesh_2d,
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.texture = actors.res.body_texture,
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fn render(queue: ona.gfx.Queue, actors: coral.Write(Actors), display: coral.Read(ona.gfx.Display)) !void {
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try queue.commands.append(.{.target = .{
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.texture = actors.res.render_texture.?,
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.clear_color = .{0, 0, 0, 0},
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.clear_depth = 0,
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}});
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.transform = .{
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.origin = instance,
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.xbasis = .{64, 0},
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.ybasis = .{0, 64},
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},
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for (actors.res.instances.values) |instance| {
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try queue.commands.append(.{.instance_2d = .{
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.mesh_2d = actors.res.quad_mesh_2d.?,
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.texture = actors.res.body_texture.?,
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.transform = .{
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.origin = instance,
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.xbasis = .{64, 0},
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.ybasis = .{0, 64},
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},
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});
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}});
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}
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try queue.commands.append(.{.target = .{
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.clear_color = null,
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.clear_depth = null,
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}});
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try queue.commands.append(.{.instance_2d = .{
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.mesh_2d = actors.res.quad_mesh_2d.?,
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.texture = actors.res.render_texture.?,
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.transform = .{
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.origin = .{@floatFromInt(display.res.width / 2), @floatFromInt(display.res.height / 2)},
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.xbasis = .{@floatFromInt(display.res.width), 0},
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.ybasis = .{0, @floatFromInt(display.res.height)},
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},
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}});
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}
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fn update(player: coral.Read(Player), actors: coral.Write(Actors), mapping: coral.Read(ona.act.Mapping)) !void {
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actors.res.instances.values[0] += .{
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mapping.res.axis_strength(player.res.move_x),
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mapping.res.axis_strength(player.res.move_y),
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mapping.res.axis_strength(player.res.move_x) * 10,
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mapping.res.axis_strength(player.res.move_y) * 10,
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};
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}
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@ -26,7 +26,7 @@ pub const Assets = struct {
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};
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};
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pub fn open_file(self: *Assets, storage: coral.files.Storage, path: []const u8) (OpenError || Format.Error)!Handle {
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pub fn create_from_file(self: *Assets, storage: coral.files.Storage, path: []const u8) (OpenError || Format.Error)!*Handle {
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defer {
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const max_cache_size = 536870912;
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@ -40,16 +40,16 @@ pub const Assets = struct {
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continue;
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}
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return self.context.open(try format.file_desc(&self.staging_arena, storage, path));
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return self.context.create(try format.file_desc(&self.staging_arena, storage, path));
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}
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return .none;
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return error.FormatUnsupported;
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}
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pub fn open_quad_mesh_2d(self: *Assets, extents: Point2D) OpenError!Handle {
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pub fn create_quad_mesh_2d(self: *Assets, extents: Point2D) OpenError!*Handle {
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const width, const height = extents / @as(Point2D, @splat(2));
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return self.context.open(.{
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return self.context.create(.{
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.mesh_2d = .{
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.indices = &.{0, 1, 2, 0, 2, 3},
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@ -66,6 +66,23 @@ pub const Assets = struct {
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pub const Color = @Vector(4, f32);
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pub const Command = union (enum) {
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instance_2d: Instance2D,
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target: Target,
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pub const Instance2D = struct {
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texture: *Handle,
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mesh_2d: *Handle,
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transform: Transform2D,
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};
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pub const Target = struct {
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texture: ?*Handle = null,
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clear_color: ?Color,
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clear_depth: ?f32,
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};
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};
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pub const Desc = union (enum) {
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texture: Texture,
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mesh_2d: Mesh2D,
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@ -81,13 +98,19 @@ pub const Desc = union (enum) {
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};
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pub const Texture = struct {
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data: []const coral.io.Byte,
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width: u16,
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format: Format,
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access: Access,
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pub const Access = enum {
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static,
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pub const Access = union (enum) {
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static: struct {
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width: u16,
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data: []const coral.io.Byte,
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},
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render: struct {
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width: u16,
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height: u16,
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},
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};
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pub const Format = enum {
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@ -109,17 +132,7 @@ pub const Display = struct {
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clear_color: Color = colors.black,
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};
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pub const Handle = enum (usize) {
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none,
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_,
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pub fn index(self: Handle) ?usize {
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return switch (self) {
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.none => null,
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_ => @intFromEnum(self) - 1,
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};
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}
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};
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pub const Handle = opaque {};
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pub const Input = union (enum) {
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key_up: Key,
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File diff suppressed because it is too large
Load Diff
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@ -72,10 +72,14 @@ pub fn bmp_file_desc(
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return .{
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.texture = .{
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.width = pixel_width,
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.data = pixels,
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.format = .rgba8,
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.access = .static,
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.access = .{
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.static = .{
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.width = pixel_width,
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.data = pixels,
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},
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},
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}
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};
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}
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@ -1,5 +1,7 @@
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@header const Vec2 = @Vector(2, f32)
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@header pub const Vec2 = @Vector(2, f32)
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@header pub const Mat4 = [4]@Vector(4, f32)
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@ctype vec2 Vec2
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@ctype mat4 Mat4
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@vs vs
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in vec2 mesh_xy;
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@ -12,8 +14,8 @@ in vec4 instance_tint;
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in float instance_depth;
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in vec4 instance_rect;
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uniform Screen {
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vec2 screen_size;
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uniform Projection {
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mat4 projection;
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};
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out vec4 color;
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@ -22,13 +24,10 @@ out vec2 uv;
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void main() {
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// Calculate the world position of the vertex
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const vec2 world_position = instance_origin + mesh_xy.x * instance_xbasis + mesh_xy.y * instance_ybasis;
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// Convert world position to normalized device coordinates (NDC)
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// Assuming the screen coordinates range from (0, 0) to (screen_size.x, screen_size.y)
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const vec2 ndc_position = (vec2(world_position.x, -world_position.y) / screen_size) * 2.0 - vec2(1.0, -1.0);
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const vec2 projected_position = (projection * vec4(world_position, 0, 1)).xy;
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// Set the position of the vertex in clip space
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gl_Position = vec4(ndc_position, instance_depth, 1.0);
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gl_Position = vec4(projected_position, instance_depth, 1.0);
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color = instance_tint;
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// Calculate the width and height from left, top, right, bottom configuration
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