- .animctrl state machine asset (params/transitions/blend trees, 1D+2D directional blending) with Unity Animator-style editor panel: state list, transitions, params, directional pad preview driving live CrossFade on the selected entity - Split animation evaluation out of SceneRenderer into AnimationSystem/AnimationEvaluator; skin palettes with rest-pose fallback and blend-weight epsilon filtering - MaterialAsset (.material) with reload-safe preview tile pool (DropMaterial clears dirty refs before instance destruction) - EditorGizmoPass skeleton wires + viewport joint overlay; camera projection rework (baked Vulkan Y-flip, ortho support) - Editor/game build split via HELLOVULKAN_EDITOR option
23 lines
635 B
GLSL
23 lines
635 B
GLSL
#version 450
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// Editor gizmo billboard 顶点:世界空间 billboard quad(CPU 侧已面向相机
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// 展开),无描述符 set——viewProj 走 push constant(与 debug_line 同约定)。
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// aux = (shapeId, uv.x, uv.y, 0),uv ∈ [-1,1] 供片元 SDF 造型。
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layout(location = 0) in vec3 inPos;
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layout(location = 1) in vec4 inColor;
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layout(location = 2) in vec4 inAux;
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layout(location = 0) out vec4 outColor;
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layout(location = 1) out vec4 outAux;
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layout(push_constant) uniform PC {
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mat4 viewProj;
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} pc;
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void main() {
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gl_Position = pc.viewProj * vec4(inPos, 1.0);
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outColor = inColor;
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outAux = inAux;
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}
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