Enhanced shader and resource systems with `Sampler` support, including updates to `ShaderPropertyType`, HLSL code, and resource management. Refactored `Result` structs for better type safety and added new enums for texture and comparison settings. Improved `MeshRenderPass` to dynamically load textures and samplers. Updated SDL compiler and token lexicon for `Sampler` handling. Embedded debug info in project files and streamlined resource state tracking.
28 lines
674 B
GLSL
28 lines
674 B
GLSL
shader "MyShader/Standard"
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{
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properties
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{
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float4 color = float4(1, 1, 1, 1);
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tex2d texture1 = tex2d(black);
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tex2d texture2 = tex2d(white);
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tex2d texture3 = tex2d(grey);
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tex2d texture4 = tex2d(normal);
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sampler tex_sampler;
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}
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pass "Forward"
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{
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pipeline
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{
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ztest = disable;
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zwrite = off;
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cull = off;
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blend = opaque;
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color_mask = 15;
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}
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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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}
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}
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