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#version 450
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/* Copyright (c) 2023-2024, Mobica Limited
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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layout (binding = 1) uniform Col
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{
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vec4 data[8];
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} color;
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layout (location = 0) in vec2 inUV;
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layout (location = 1) flat in uint colorOffset;
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layout (location = 0) out vec4 outColor;
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vec4 sampleTexture(vec2 uv)
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{
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vec4 c00 = color.data[0 + colorOffset];
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vec4 c01 = color.data[1 + colorOffset];
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vec4 c02 = color.data[2 + colorOffset];
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vec4 c03 = color.data[3 + colorOffset];
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vec4 b0 = mix(c00, c01, uv.x);
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vec4 b1 = mix(c02, c03, uv.x);
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vec4 p0 = mix(b0, b1, uv.y);
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return p0;
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}
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void main()
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{
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outColor = sampleTexture(inUV);
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}
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#version 450
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/* Copyright (c) 2023-2024, Mobica Limited
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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layout (location = 0) in vec3 inPos;
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layout (location = 1) in vec2 inUv;
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layout (binding = 0) uniform Ubo
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{
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mat4 projection;
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mat4 view;
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mat4 model;
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} ubo;
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layout (location = 0) out vec2 outUV;
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layout (location = 1) out uint colorOffset;
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void main()
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{
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outUV = inUv;
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colorOffset = inPos.z == 1.0f ? 4 : 0;
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gl_Position = ubo.projection * ubo.view * ubo.model * vec4(inPos.xyz, 1.0f);
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}
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/* Copyright (c) 2024, Sascha Willems
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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Texture2D textureColor : register(t1);
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SamplerState samplerColor : register(s1);
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struct VSOutput
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{
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float4 Pos : SV_POSITION;
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[[vk::location(0)]] float2 UV : TEXCOORD0;
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[[vk::location(1)]] uint ColorOffset : TEXCOORD1;
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};
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struct Col
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{
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float4 data[8];
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};
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[[vk::binding(1, 0)]]
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ConstantBuffer<Col> color : register(b1);
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float4 sampleTexture(VSOutput input)
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{
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float4 c00 = color.data[0 + input.ColorOffset];
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float4 c01 = color.data[1 + input.ColorOffset];
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float4 c02 = color.data[2 + input.ColorOffset];
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float4 c03 = color.data[3 + input.ColorOffset];
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float4 b0 = lerp(c00, c01, input.UV.x);
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float4 b1 = lerp(c02, c03, input.UV.x);
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float4 p0 = lerp(b0, b1, input.UV.y);
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return p0;
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}
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float4 main(VSOutput input) : SV_TARGET0
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{
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return sampleTexture(input);
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}
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/* Copyright (c) 2024, Sascha Willems
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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struct VSInput
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{
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[[vk::location(0)]] float3 Pos : POSITION0;
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[[vk::location(1)]] float2 UV : TEXCOORD0;
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};
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struct UBO
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{
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float4x4 projection;
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float4x4 view;
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float4x4 model;
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};
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[[vk::binding(0, 0)]]
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ConstantBuffer<UBO> ubo : register(b0);
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struct VSOutput
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{
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float4 Pos : SV_POSITION;
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[[vk::location(0)]] float2 UV : TEXCOORD0;
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[[vk::location(1)]] nointerpolation uint ColorOffset : TEXCOORD1;
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};
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VSOutput main(VSInput input)
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{
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VSOutput output = (VSOutput) 0;
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output.UV = input.UV;
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output.ColorOffset = input.Pos.z == 1.0 ? 4 : 0;
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output.Pos = mul(ubo.projection, mul(ubo.view, mul(ubo.model, float4(input.Pos.xyz, 1.0))));
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return output;
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}
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