updated first_triangle.cpp
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@ -1 +1 @@
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Subproject commit 404d0d8478aceb1d952cf7e3dfcf8a1fedaa5124
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Subproject commit af89ab168343de511796f400d17c6bc14836f691
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@ -99,16 +99,18 @@ private:
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bool InitAutoMaterial()
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bool InitAutoMaterial()
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{
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{
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MaterialCreateInfo mc("VertexColor2D",1,false);
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MaterialCreateInfo mci("VertexColor2DNDC", ///<名称,随便起
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1, ///<最终一个RT输出
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false); ///<无深度输出
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//vertex部分
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//vertex部分
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{
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{
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ShaderCreateInfoVertex *vsc=mc.GetVS();
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ShaderCreateInfoVertex *vsc=mci.GetVS();
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vsc->AddInput("vec2",VAN::Position);
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vsc->AddInput(VAT_VEC2,VAN::Position);
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vsc->AddInput("vec4",VAN::Color);
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vsc->AddInput(VAT_VEC4,VAN::Color);
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vsc->AddOutput("vec4","Color");
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vsc->AddOutput(VAT_VEC4,"Color");
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vsc->SetShaderCodes(R"(
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vsc->SetShaderCodes(R"(
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void main()
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void main()
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@ -121,9 +123,9 @@ private:
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//fragment部分
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//fragment部分
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{
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{
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ShaderCreateInfoFragment *fsc=mc.GetFS();
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ShaderCreateInfoFragment *fsc=mci.GetFS();
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fsc->AddOutput("vec4","Color");
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fsc->AddOutput(VAT_VEC4,"Color");
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fsc->SetShaderCodes(R"(
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fsc->SetShaderCodes(R"(
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void main()
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void main()
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@ -132,12 +134,10 @@ private:
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})");
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})");
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}
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}
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if(!mc.CreateShader())
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if(!mci.CreateShader())
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return(false);
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return(false);
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Material *m=db->CreateMaterial(&mc);
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material_instance=db->CreateMaterialInstance(&mci,&vil_config);
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material_instance=db->CreateMaterialInstance(m,&vil_config);
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return material_instance;
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return material_instance;
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}
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}
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