Refactor folder structure
This commit is contained in:
73
src/Runtime/Ghost.Graphics/Shaders/Blit.gshdr
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73
src/Runtime/Ghost.Graphics/Shaders/Blit.gshdr
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shader "Hidden/Blit"
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{
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properties
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{
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tex2d mainTex = { white };
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sampler sampler_mainTex;
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}
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pass "Blit"
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{
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pipeline
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{
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ztest = disabled;
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zwrite = off;
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cull = off;
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blend = opaque;
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color_mask = all;
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}
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includes
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{
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"F:/csharp/GhostEngine/src/Runtime//Ghost.Graphics/Shaders/Includes/Common.hlsl";
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"F:/csharp/GhostEngine/src/Runtime//Ghost.Graphics/Shaders/Includes/Color.hlsl";
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"F:/csharp/GhostEngine/src/Runtime//Ghost.Graphics/Shaders/Includes/Properties.hlsl";
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}
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hlsl
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{
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struct PSInput
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{
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float4 position : SV_POSITION;
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float4 uv : TEXCOORD0;
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};
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[numthreads(4, 1, 1)]
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[OUTPUT_TRIANGLE_TOPOLOGY]
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void MSMain(
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uint gtid : SV_GroupThreadID,
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out vertices PSInput verts[4],
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out indices uint3 tris[2]
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)
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{
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SetMeshOutputCounts(4, 2);
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float2 uv = float2(gtid & 1, (gtid >> 1) & 1);
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verts[gtid].position = float4(uv * 2.0 - 1.0, 0.0, 1.0);
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verts[gtid].uv = float4(uv, 0.0, 0.0);
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if (gtid == 0)
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{
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tris[0] = uint3(0, 1, 2); // First triangle
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tris[1] = uint3(1, 3, 2); // Second triangle
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}
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}
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float4 PSMain(PSInput input) : SV_TARGET
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{
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PerMaterialData perMaterialData = LoadData<PerMaterialData>(g_PushConstantData.perMaterialBuffer, 0);
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float2 uv = input.uv.xy;
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float4 color = SAMPLE_TEXTURE2D(perMaterialData.mainTex, perMaterialData.sampler_mainTex, uv);
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#ifdef LINEAR_COLORSPACE
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color = LinearToSRGB(color);
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#endif
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return color;
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}
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}
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mesh "hlsl_block" : "MSMain";
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pixel "hlsl_block" : "PSMain";
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}
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}
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12
src/Runtime/Ghost.Graphics/Shaders/Includes/Color.hlsl
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12
src/Runtime/Ghost.Graphics/Shaders/Includes/Color.hlsl
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#ifndef GHOST_COLOR_HLSL
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#define GHOST_COLOR_HLSL
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float4 LinearToSRGB(float4 color)
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{
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float3 srgb;
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srgb = saturate(color.rgb);
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srgb = pow(srgb, 1.0 / 2.2);
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return float4(srgb, color.a);
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}
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#endif // GHOST_COLOR_HLSL
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99
src/Runtime/Ghost.Graphics/Shaders/Includes/Common.hlsl
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99
src/Runtime/Ghost.Graphics/Shaders/Includes/Common.hlsl
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#ifndef BUILTIN_COMMON_HLSL
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#define BUILTIN_COMMON_HLSL
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struct Vertex
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{
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float4 position;
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float4 normal;
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float4 tangent;
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float4 uv;
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float4 color;
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};
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// Resource descriptor heap definitions
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#define GLOBAL_TEXTURE2D_HEAP ResourceDescriptorHeap
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#define GLOBAL_TEXTURE3D_HEAP ResourceDescriptorHeap
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#define GLOBAL_TEXTURECUBE_HEAP ResourceDescriptorHeap
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#define GLOBAL_TEXTURE2D_ARRAY_HEAP ResourceDescriptorHeap
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#define GLOBAL_TEXTURECUBE_ARRAY_HEAP ResourceDescriptorHeap
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#define GLOBAL_BUFFER_HEAP ResourceDescriptorHeap
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#define GLOBAL_SAMPLER_HEAP SamplerDescriptorHeap
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// Bindless resource type definitions
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#define TEXTURE2D uint
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#define TEXTURE3D uint
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#define TEXTURECUBE uint
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#define TEXTURE2D_ARRAY uint
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#define TEXTURECUBE_ARRAY uint
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#define SAMPLER uint
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#define STRUCT_BUFFER uint
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#define BYTE_ADDRESS_BUFFER uint
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// Texture and sampler access macros
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#define GET_TEXTURE2D(id) GLOBAL_TEXTURE2D_HEAP[id]
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#define GET_TEXTURE2D_ARRAY(id) GLOBAL_TEXTURE2D_ARRAY_HEAP[id]
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#define GET_TEXTURE3D(id) GLOBAL_TEXTURE3D_HEAP[id]
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#define GET_TEXTURECUBE(id) GLOBAL_TEXTURECUBE_HEAP[id]
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#define GET_TEXTURECUBE_ARRAY(id) GLOBAL_TEXTURECUBE_ARRAY_HEAP[id]
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#define GET_BUFFER(id) GLOBAL_BUFFER_HEAP[id]
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#define GET_SAMPLER(id) GLOBAL_SAMPLER_HEAP[id]
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#define SAMPLE_TEXTURE2D(texId, sampId, uv) SampleTexture2D(texId, sampId, uv)
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#define SAMPLE_TEXTURE2D_LEVEL(texId, sampId, uv, level) SampleTexture2DLevel(texId, sampId, uv, level)
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#define SAMPLE_TEXTURE2D_ARRAY(texId, sampId, uvw) SampleTextureArray(texId, sampId, uvw)
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#define OUTPUT_TRIANGLE_TOPOLOGY outputtopology("triangle")
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#define OUTPUT_LINE_TOPOLOGY outputtopology("line")
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#define ZERO_INIT(T) (T)0
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static inline float4 SampleTexture2D(uint texId, uint sampId, float2 uv)
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{
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Texture2D tex = GET_TEXTURE2D(texId);
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SamplerState samp = GET_SAMPLER(sampId);
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return tex.Sample(samp, uv);
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}
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static inline float4 SampleTexture2DLevel(uint texId, uint sampId, float2 uv, float level)
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{
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Texture2D tex = GET_TEXTURE2D(texId);
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SamplerState samp = GET_SAMPLER(sampId);
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return tex.SampleLevel(samp, uv, level);
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}
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static inline float4 SampleTextureArray(uint texId, uint sampId, float3 uvw)
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{
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Texture2DArray tex = GET_TEXTURE2D_ARRAY(texId);
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SamplerState samp = GET_SAMPLER(sampId);
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return tex.Sample(samp, uvw);
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}
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static inline Vertex LoadVertexData(uint vertexID, uint groupID, BYTE_ADDRESS_BUFFER vertexBuffer, BYTE_ADDRESS_BUFFER indexBuffer)
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{
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ByteAddressBuffer vertices = GET_BUFFER(vertexBuffer);
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ByteAddressBuffer indices = GET_BUFFER(indexBuffer);
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// Compute the triangle’s vertex indices
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uint indexOffset = (groupID * 3 + vertexID) * 4; // uint32 index
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uint vertexIndex = indices.Load(indexOffset);
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return vertices.Load<Vertex>(vertexIndex * sizeof(Vertex));
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}
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template<typename T>
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static inline T LoadData(BYTE_ADDRESS_BUFFER buffer, uint index)
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{
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ByteAddressBuffer buf = GET_BUFFER(buffer);
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return buf.Load<T>(index * sizeof(T));
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}
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#endif // BUILTIN_COMMON_HLSL
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36
src/Runtime/Ghost.Graphics/Shaders/Includes/Properties.hlsl
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36
src/Runtime/Ghost.Graphics/Shaders/Includes/Properties.hlsl
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#ifndef BUILTIN_PROPERTIES_HLSL
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#define BUILTIN_PROPERTIES_HLSL
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#include "F:/csharp/GhostEngine/src/Runtime//Ghost.Graphics/Shaders/Includes/Common.hlsl"
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struct PushConstantData
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{
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BYTE_ADDRESS_BUFFER globalBuffer;
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BYTE_ADDRESS_BUFFER perViewBuffer;
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BYTE_ADDRESS_BUFFER perObjectBuffer;
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BYTE_ADDRESS_BUFFER perMaterialBuffer;
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};
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struct PerViewData
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{
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float4x4 viewMatrix;
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float4x4 projectionMatrix;
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float3 cameraPosition;
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float nearClip;
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float3 cameraDirection;
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float farClip;
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float4 screenSize; // xy: size, zw: 1/size
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};
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struct PerObjectData
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{
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float4x4 localToWorld;
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float3 worldBoundsMin;
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BYTE_ADDRESS_BUFFER vertexBuffer;
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float3 worldBoundsMax;
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BYTE_ADDRESS_BUFFER indexBuffer;
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};
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PushConstantData g_PushConstantData : register(b0);
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#endif // BUILTIN_PROPERTIES_HLSL
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