Stage 2: render pipeline and UI toolkit over gpu/platform. Stage 3: schema registry, asset pipeline + runtime loader, scene graph and ECS. Stage 4: editor — docking, inspector, scene/game views, play mode, asset browser, console, profiler; 4.5 adds the 3D foundation (mixed 2D/3D spaces, meshes, depth). Stage 5: Aego Script — compiler (lexer/parser/types/resolver/checker/asm/compiler), bytecode with verifier and register VM, instance runtime, stdlib, native bindings, and editor/CLI integration (aego run/edit/check/test/dump).
13 lines
156 B
GLSL
13 lines
156 B
GLSL
#version 330 core
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in vec2 v_uv;
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in vec4 v_color;
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uniform sampler2D tex0;
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out vec4 o_color;
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void main() {
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o_color = texture(tex0, v_uv) * v_color;
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}
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