Added backdrop effects pipeline (blur)
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@@ -10,7 +10,7 @@ struct Uniforms
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uint mode;
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};
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struct Primitive
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struct Base_2D_Primitive
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{
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float4 bounds;
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uint color;
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@@ -19,10 +19,11 @@ struct Primitive
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float _pad;
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float4 params;
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float4 params2;
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uint4 uv_or_effects;
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float4 uv_rect;
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uint4 effects;
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};
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struct Primitive_1
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struct Base_2D_Primitive_1
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{
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float4 bounds;
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uint color;
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@@ -31,12 +32,13 @@ struct Primitive_1
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float _pad;
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float4 params;
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float4 params2;
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uint4 uv_or_effects;
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float4 uv_rect;
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uint4 effects;
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};
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struct Primitives
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struct Base_2D_Primitives
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{
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Primitive_1 primitives[1];
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Base_2D_Primitive_1 primitives[1];
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};
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struct main0_out
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@@ -46,8 +48,8 @@ struct main0_out
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float4 f_params [[user(locn2)]];
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float4 f_params2 [[user(locn3)]];
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uint f_flags [[user(locn4)]];
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uint f_rotation_sc [[user(locn5)]];
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uint4 f_uv_or_effects [[user(locn6)]];
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float4 f_uv_rect [[user(locn6)]];
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uint4 f_effects [[user(locn7)]];
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float4 gl_Position [[position]];
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};
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@@ -58,7 +60,7 @@ struct main0_in
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float4 v_color [[attribute(2)]];
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};
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vertex main0_out main0(main0_in in [[stage_in]], constant Uniforms& _12 [[buffer(0)]], const device Primitives& _75 [[buffer(1)]], uint gl_InstanceIndex [[instance_id]])
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vertex main0_out main0(main0_in in [[stage_in]], constant Uniforms& _12 [[buffer(0)]], const device Base_2D_Primitives& _75 [[buffer(1)]], uint gl_InstanceIndex [[instance_id]])
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{
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main0_out out = {};
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if (_12.mode == 0u)
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@@ -68,13 +70,13 @@ vertex main0_out main0(main0_in in [[stage_in]], constant Uniforms& _12 [[buffer
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out.f_params = float4(0.0);
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out.f_params2 = float4(0.0);
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out.f_flags = 0u;
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out.f_rotation_sc = 0u;
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out.f_uv_or_effects = uint4(0u);
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out.f_uv_rect = float4(0.0);
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out.f_effects = uint4(0u);
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out.gl_Position = _12.projection * float4(in.v_position * _12.dpi_scale, 0.0, 1.0);
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}
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else
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{
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Primitive p;
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Base_2D_Primitive p;
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p.bounds = _75.primitives[int(gl_InstanceIndex)].bounds;
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p.color = _75.primitives[int(gl_InstanceIndex)].color;
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p.flags = _75.primitives[int(gl_InstanceIndex)].flags;
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@@ -82,17 +84,25 @@ vertex main0_out main0(main0_in in [[stage_in]], constant Uniforms& _12 [[buffer
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p._pad = _75.primitives[int(gl_InstanceIndex)]._pad;
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p.params = _75.primitives[int(gl_InstanceIndex)].params;
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p.params2 = _75.primitives[int(gl_InstanceIndex)].params2;
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p.uv_or_effects = _75.primitives[int(gl_InstanceIndex)].uv_or_effects;
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p.uv_rect = _75.primitives[int(gl_InstanceIndex)].uv_rect;
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p.effects = _75.primitives[int(gl_InstanceIndex)].effects;
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float2 corner = in.v_position;
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float2 world_pos = mix(p.bounds.xy, p.bounds.zw, corner);
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float2 center = (p.bounds.xy + p.bounds.zw) * 0.5;
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float2 local = (world_pos - center) * _12.dpi_scale;
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uint flags = (p.flags >> 8u) & 255u;
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if ((flags & 16u) != 0u)
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{
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float2 sc = float2(as_type<half2>(p.rotation_sc));
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local = float2((sc.y * local.x) + (sc.x * local.y), ((-sc.x) * local.x) + (sc.y * local.y));
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}
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out.f_color = unpack_unorm4x8_to_float(p.color);
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out.f_local_or_uv = (world_pos - center) * _12.dpi_scale;
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out.f_local_or_uv = local;
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out.f_params = p.params;
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out.f_params2 = p.params2;
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out.f_flags = p.flags;
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out.f_rotation_sc = p.rotation_sc;
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out.f_uv_or_effects = p.uv_or_effects;
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out.f_uv_rect = p.uv_rect;
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out.f_effects = p.effects;
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out.gl_Position = _12.projection * float4(world_pos * _12.dpi_scale, 0.0, 1.0);
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}
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return out;
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