forked from Misaki/GhostEngine
Refactor and enhance codebase for maintainability
Refactored and reorganized the codebase to improve readability, performance, and maintainability. Introduced new interfaces and structs for better resource management, updated project configuration files, and refactored shader and graphics pipeline management. Improved error handling, code formatting, and removed unused code and namespaces. Updated DLL references and method signatures for consistency and maintainability.
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@@ -1,12 +1,7 @@
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shader "MyShader/Standard"
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{
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fallback("Ghost/Standard"); // This is a test comment.
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// Another comment.
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properties
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{
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global uint test;
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global texture2d global_texture;
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float4 color = float4(1, 1, 1, 1);
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texture2d texture1 = texture2d(black);
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texture2d texture2 = texture2d(white);
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@@ -23,30 +18,9 @@ shader "MyShader/Standard"
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color_mask = 0;
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}
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/*
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This is a
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multi-line comment.
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*/
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pass "Forward"
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{
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vs("F:/csharp/GhostEngine/Ghost.Graphics/RenderPasses/ShaderCode.hlsl", "VSMain");
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ps("F:/csharp/GhostEngine/Ghost.Graphics/RenderPasses/ShaderCode.hlsl", "PSMain");
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includes
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{
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"F:/csharp/GhostEngine/Ghost.Shader/BuiltIn/Common.hlsl";
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}
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}
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pass "DepthOnly"
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{
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properties
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{
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float testProp = float(0.5);
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}
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vs("F:/csharp/GhostEngine/Ghost.Graphics/RenderPasses/ShaderCode.hlsl", "VSMain");
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ms("F:/csharp/GhostEngine/Ghost.Graphics/RenderPasses/ShaderCode.hlsl", "MSMain");
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ps("F:/csharp/GhostEngine/Ghost.Graphics/RenderPasses/ShaderCode.hlsl", "PSMain");
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includes
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