generic mat/shader names
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2 changed files with 10 additions and 10 deletions
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@ -1,6 +1,6 @@
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#include "stereokit.hlsli"
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#include "stereokit.hlsli"
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//--name = dofdev/backbox
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//--name = dofdev/backface
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//--color:color = 1, 1, 1, 1
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//--color:color = 1, 1, 1, 1
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float4 color;
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float4 color;
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18
src/Arts.cs
18
src/Arts.cs
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@ -9,8 +9,8 @@ static class Arts
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static Dictionary<string, Mesh> meshes = new();
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static Dictionary<string, Mesh> meshes = new();
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static Material mat_mono = new Material("mono.hlsl");
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static Material mat_mono = new Material("mono.hlsl");
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static Material mat_unlit = new Material("unlit.hlsl");
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static Material mat_unlit = new Material("unlit.hlsl");
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static Material mat_box = new Material("unlit.hlsl");
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static Material mat_both = new Material("unlit.hlsl");
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static Material mat_backbox = new Material("backbox.hlsl");
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static Material mat_backface = new Material("backface.hlsl");
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static Material mat_justcolor = new Material("justcolor.hlsl");
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static Material mat_justcolor = new Material("justcolor.hlsl");
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public static Vec3 box_shake = new(0, 0, 0);
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public static Vec3 box_shake = new(0, 0, 0);
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@ -39,12 +39,12 @@ static class Arts
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Color.White
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Color.White
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);
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);
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mat_backbox.FaceCull = Cull.Front;
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mat_backface.FaceCull = Cull.Front;
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mat_backbox.Transparency = Transparency.Add;
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mat_backface.Transparency = Transparency.Add;
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mat_backbox.DepthTest = DepthTest.LessOrEq;
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mat_backface.DepthTest = DepthTest.LessOrEq;
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mat_backbox.DepthWrite = false;
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mat_backface.DepthWrite = false;
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mat_box.Chain = mat_backbox;
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mat_both.Chain = mat_backface;
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}
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}
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public static void Frame()
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public static void Frame()
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@ -106,7 +106,7 @@ static class Arts
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Hierarchy.Push(box_m4);
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Hierarchy.Push(box_m4);
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// meshes["InsideOut"].Draw(mat_unlit, Matrix.Identity);
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// meshes["InsideOut"].Draw(mat_unlit, Matrix.Identity);
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meshes["InsideOut"].Draw(
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meshes["InsideOut"].Draw(
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mat_box,
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mat_both,
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Matrix.Identity
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Matrix.Identity
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);
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);
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meshes["Corrugation"].Draw(
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meshes["Corrugation"].Draw(
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@ -227,7 +227,7 @@ static class Arts
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bool hole_flip = Vec3.Dot(hole_normal, hole.Value.ToVec3) < 0.0;
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bool hole_flip = Vec3.Dot(hole_normal, hole.Value.ToVec3) < 0.0;
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meshes[hole_flip ? "Hole" : "HoleFlip"].Draw(
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meshes[hole_flip ? "Hole" : "HoleFlip"].Draw(
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mat_box,
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mat_both,
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Matrix.TRS(
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Matrix.TRS(
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hole.Key.ToVec3,
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hole.Key.ToVec3,
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Quat.LookDir(hole.Value.ToVec3),
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Quat.LookDir(hole.Value.ToVec3),
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