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Merge internal dev fetaures and bug fix (#377)
* Glm2 chaos math * 渲染结果无法跟随imgui窗口移动的bug * Glm2 chaos math * 渲染结果无法跟随imgui窗口移动的bug * Gpu particle system * Particle presentation * toggle free camera mode * Fix particle local variable usage * update rhi * add debugdraw * Remove legacy physics system * Fix wrong debug draw frame buffer count * Fix macos crash * resolve merge conflict Co-authored-by: TECH-RE-党占威 <[email protected]> Co-authored-by: TECH-RE-徐泽远 <[email protected]> Co-authored-by: muhan.liu <[email protected]> Co-authored-by: TECH-CE-刘沐寒 <[email protected]> Co-authored-by: TECH-RE-王坤 <[email protected]> Co-authored-by: TECH-RE-叶佳伟 <[email protected]> Co-authored-by: liangliang.ma <[email protected]>
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@echo off | ||
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cmake -S . -B build | ||
cmake --build build --config Release | ||
cmake --build build --config Release | ||
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pause |
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#version 450 | ||
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#extension GL_GOOGLE_include_directive :enable | ||
layout(location = 0) in vec4 fragColor; | ||
layout(location = 1) in vec2 fragTexCoord; | ||
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layout(location = 0) out vec4 outColor; | ||
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layout(set = 0, binding = 2) uniform sampler2D texSampler; | ||
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void main(){ | ||
outColor = fragColor; | ||
if(fragTexCoord.x >= 0.0f && fragTexCoord.y >= 0.0f) | ||
{ | ||
vec4 tex = texture(texSampler, fragTexCoord); | ||
float xi = tex.r; | ||
outColor = vec4(fragColor.r*xi,fragColor.g*xi,fragColor.b*xi,fragColor.a*xi); | ||
} | ||
} |
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#version 450 | ||
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#extension GL_GOOGLE_include_directive :enable | ||
#include "constants.h" | ||
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layout(location = 0) in vec3 inPosition; | ||
layout(location = 1) in vec4 inColor; | ||
layout(location = 2) in vec2 texcoord; | ||
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layout(set = 0, binding = 0) uniform UniformBufferObject { | ||
mat4 proj_view_matrix; | ||
} ubo; | ||
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layout(set = 0, binding = 1) uniform UniformDynamicBufferObject { | ||
mat4 model; | ||
vec4 color; | ||
} dynamic_ubo; | ||
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layout(location = 0) out vec4 fragColor; | ||
layout(location = 1) out vec2 fragTexCoord; | ||
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void main() { | ||
if(texcoord.x<0) | ||
{ | ||
gl_Position = ubo.proj_view_matrix * dynamic_ubo.model * vec4(inPosition,1.0); | ||
} | ||
else | ||
{ | ||
gl_Position = vec4(inPosition,1.0); | ||
} | ||
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gl_PointSize = 2; | ||
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if(dynamic_ubo.color.a>0.000001) | ||
{ | ||
fragColor = dynamic_ubo.color; | ||
} | ||
else | ||
{ | ||
fragColor = inColor; | ||
} | ||
fragTexCoord = texcoord; | ||
} |
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