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#version 330 core |
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uniform sampler2D FontTexture; |
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in vec4 color; |
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in vec2 texCoord; |
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out vec4 outputColor; |
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void main() |
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{ |
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outputColor = color * texture(FontTexture, texCoord); |
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} |
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#version 330 core |
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uniform ProjectionMatrixBuffer |
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{ |
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mat4 projection_matrix; |
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}; |
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in vec2 in_position; |
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in vec2 in_texCoord; |
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in vec4 in_color; |
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out vec4 color; |
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out vec2 texCoord; |
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void main() |
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{ |
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gl_Position = projection_matrix * vec4(in_position, 0, 1); |
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color = in_color; |
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texCoord = in_texCoord; |
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} |
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struct PS_INPUT |
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{ |
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float4 pos : SV_POSITION; |
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float4 col : COLOR0; |
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float2 uv : TEXCOORD0; |
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}; |
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Texture2D FontTexture : register(t0); |
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sampler FontSampler : register(s0); |
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float4 FS(PS_INPUT input) : SV_Target |
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{ |
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float4 out_col = input.col * FontTexture.Sample(FontSampler, input.uv); |
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return out_col; |
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} |
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cbuffer ProjectionMatrixBuffer : register(b0) |
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{ |
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float4x4 ProjectionMatrix; |
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}; |
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struct VS_INPUT |
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{ |
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float2 pos : POSITION; |
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float2 uv : TEXCOORD0; |
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float4 col : COLOR0; |
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}; |
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struct PS_INPUT |
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{ |
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float4 pos : SV_POSITION; |
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float4 col : COLOR0; |
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float2 uv : TEXCOORD0; |
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}; |
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PS_INPUT VS(VS_INPUT input) |
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{ |
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PS_INPUT output; |
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output.pos = mul(ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f)); |
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output.col = input.col; |
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output.uv = input.uv; |
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return output; |
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} |
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#include <metal_stdlib> |
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using namespace metal; |
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struct PS_INPUT |
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{ |
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float4 pos [[ position ]]; |
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float4 col; |
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float2 uv; |
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}; |
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fragment float4 FS( |
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PS_INPUT input [[ stage_in ]], |
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texture2d<float> FontTexture [[ texture(0) ]], |
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sampler FontSampler [[ sampler(0) ]]) |
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{ |
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float4 out_col = input.col * FontTexture.sample(FontSampler, input.uv); |
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return out_col; |
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} |
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#include <metal_stdlib> |
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using namespace metal; |
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struct VS_INPUT |
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{ |
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float2 pos [[ attribute(0) ]]; |
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float2 uv [[ attribute(1) ]]; |
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float4 col [[ attribute(2) ]]; |
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}; |
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struct PS_INPUT |
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{ |
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float4 pos [[ position ]]; |
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float4 col; |
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float2 uv; |
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}; |
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vertex PS_INPUT VS( |
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VS_INPUT input [[ stage_in ]], |
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constant float4x4 &ProjectionMatrix [[ buffer(1) ]]) |
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{ |
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PS_INPUT output; |
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output.pos = ProjectionMatrix * float4(input.pos.xy, 0.f, 1.f); |
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output.col = input.col; |
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output.uv = input.uv; |
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return output; |
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} |
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glslangvalidator -V imgui-vertex.glsl -o imgui-vertex.spv -S vert |
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glslangvalidator -V imgui-frag.glsl -o imgui-frag.spv -S frag |
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#version 450 |
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#extension GL_ARB_separate_shader_objects : enable |
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#extension GL_ARB_shading_language_420pack : enable |
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layout(set = 1, binding = 0) uniform texture2D FontTexture; |
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layout(set = 0, binding = 1) uniform sampler FontSampler; |
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layout (location = 0) in vec4 color; |
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layout (location = 1) in vec2 texCoord; |
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layout (location = 0) out vec4 outputColor; |
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void main() |
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{ |
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outputColor = color * texture(sampler2D(FontTexture, FontSampler), texCoord); |
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} |
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#version 450 |
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#extension GL_ARB_separate_shader_objects : enable |
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#extension GL_ARB_shading_language_420pack : enable |
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layout (location = 0) in vec2 vsin_position; |
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layout (location = 1) in vec2 vsin_texCoord; |
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layout (location = 2) in vec4 vsin_color; |
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layout (binding = 0) uniform Projection |
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{ |
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mat4 projection; |
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}; |
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layout (location = 0) out vec4 vsout_color; |
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layout (location = 1) out vec2 vsout_texCoord; |
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out gl_PerVertex |
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{ |
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vec4 gl_Position; |
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}; |
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void main() |
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{ |
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gl_Position = projection * vec4(vsin_position, 0, 1); |
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vsout_color = vsin_color; |
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vsout_texCoord = vsin_texCoord; |
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gl_Position.y = -gl_Position.y; |
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} |
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# ClickableTransparentOverlay |
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A library for creating clickable transparent overlay using windows API & ImGui.NET |
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A library for creating clickable transparent overlay using Win32 API and ImGui.NET |
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# Dependencies |
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* cimgui lib ( VERSION 1.66 (Released 2018-11-22) x64 ) |
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* ImGui.NET |
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* Veldrid |
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* MouseKeyHook |
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