Fix build errors please
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ed78d46545
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9dc4aeccc5
@ -886,6 +886,26 @@ namespace LayoutBXLYT.Cafe
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}
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public bool UseOneMaterialForAll
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{
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get { return Convert.ToBoolean(_flag & 1); }
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}
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public bool UseVertexColorForAll
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{
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get { return Convert.ToBoolean((_flag >> 1) & 1); }
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}
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public bool WindowKind
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{
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get { return Convert.ToBoolean((_flag >> 2) & 3); }
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}
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public bool NotDrawnContent
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{
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get { return Convert.ToBoolean((_flag >> 4) & 1); }
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}
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public ushort StretchLeft;
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public ushort StretchRight;
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public ushort StretchTop;
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@ -101,42 +101,8 @@ namespace LayoutBXLYT
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{
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get
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{
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StringBuilder frag = new StringBuilder();
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frag.AppendLine("uniform vec4 blackColor;");
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frag.AppendLine("uniform vec4 whiteColor;");
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frag.AppendLine("uniform int hasTexture0;");
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frag.AppendLine("uniform int debugShading;");
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frag.AppendLine("uniform int numTextureMaps;");
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frag.AppendFormat("uniform sampler2D textures{0};\n", 0);
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frag.AppendLine("uniform sampler2D uvTestPattern;");
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frag.AppendLine("void main()");
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frag.AppendLine("{");
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frag.AppendLine("vec4 textureMap0 = vec4(1);");
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frag.AppendLine("if (numTextureMaps > 0)");
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frag.AppendLine("{");
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frag.AppendLine("if (hasTexture0 == 1)");
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frag.AppendLine(" textureMap0 = texture2D(textures0, gl_TexCoord[0].st);");
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frag.AppendLine("}");
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frag.AppendLine("if (debugShading == 0)");
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frag.AppendLine("{");
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frag.AppendLine("vec4 colorFrag = gl_Color * textureMap0;");
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frag.AppendLine("vec4 colorBlend = colorFrag * whiteColor;");
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frag.AppendLine("gl_FragColor = colorBlend;");
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frag.AppendLine("}");
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frag.AppendLine("else if (debugShading == 1)");
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frag.AppendLine(" gl_FragColor = vec4(textureMap0.rgb, 1);");
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frag.AppendLine("else if (debugShading == 2)");
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frag.AppendLine(" gl_FragColor = whiteColor;");
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frag.AppendLine("else if (debugShading == 3)");
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frag.AppendLine(" gl_FragColor = blackColor;");
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frag.AppendLine("else if (debugShading == 4)");
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frag.AppendLine(" gl_FragColor = texture2D(uvTestPattern, gl_TexCoord[0].st);");
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frag.AppendLine("}");
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return frag.ToString();
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string path = System.IO.Path.Combine(Runtime.ExecutableDir, "Shader", "Layout", "Bflyt.frag");
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return System.IO.File.ReadAllText(path);
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}
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}
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31
Toolbox/Shader/Layout/Bflyt.frag
Normal file
31
Toolbox/Shader/Layout/Bflyt.frag
Normal file
@ -0,0 +1,31 @@
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uniform vec4 blackColor;
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uniform vec4 whiteColor;
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uniform int hasTexture0;
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uniform int debugShading;
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uniform int numTextureMaps;
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uniform sampler2D textures0;
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uniform sampler2D uvTestPattern;
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void main()
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{
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vec4 textureMap0 = vec4(1);
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if (numTextureMaps > 0)
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{
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if (hasTexture0 == 1)
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textureMap0 = texture2D(textures0, gl_TexCoord[0].st);;
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}
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if (debugShading == 0)
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{
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vec4 colorFrag = gl_Color * textureMap0;
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vec4 colorBlend = colorFrag * whiteColor;
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gl_FragColor = colorBlend;
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}
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if (debugShading == 1)
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gl_FragColor = vec4(textureMap0.rgb, 1);
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if (debugShading == 2)
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gl_FragColor = whiteColor;
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if (debugShading == 3)
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gl_FragColor = blackColor;
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if (debugShading == 4)
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gl_FragColor = texture2D(uvTestPattern, gl_TexCoord[0].st);
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}
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@ -245,6 +245,9 @@
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<None Include="Shader\KCL.vert">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</None>
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<None Include="Shader\Layout\Bflyt.frag">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</None>
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<None Include="Shader\Layout\Bflyt.vert">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</None>
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