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).
26 lines
505 B
GLSL
26 lines
505 B
GLSL
#version 330 core
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layout(location = 0) in vec3 a_pos;
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layout(location = 1) in vec3 a_normal;
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layout(location = 2) in vec2 a_uv;
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layout(location = 3) in vec4 a_color;
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layout(std140) uniform ub0 {
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mat4 u_view_proj;
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};
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layout(std140) uniform ub1 {
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mat4 u_world;
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vec4 u_color;
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vec4 u_uv_rect;
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};
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out vec2 v_uv;
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out vec4 v_color;
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void main() {
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v_uv = mix(u_uv_rect.xy, u_uv_rect.zw, a_uv);
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v_color = a_color * u_color;
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gl_Position = u_view_proj * u_world * vec4(a_pos, 1.0);
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}
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