- Create proper sprite shader (vs_sprite.sc, fs_sprite.sc) with GPU instancing - SpriteInstance struct now 80 bytes (5 x vec4) for GPU layout compatibility - Add BufferDesc::Layout enum (Raw, PosColor, InstanceData) for proper vertex layouts - BgfxDevice creates correct VertexLayout based on buffer type - SpritePass uses PosColor layout for quad vertices (Position + Color0) - Instance buffer uses 5 x vec4 layout (TexCoord7-3) for i_data0-4 - Add texture support with v_texcoord0 interpolation from instance UVs - Create default white 1x1 texture fallback - Compile shaders for SPIRV (Vulkan), GLSL (OpenGL), and Metal Visual test confirms sprites render correctly at ~545 FPS. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
11 lines
321 B
Python
11 lines
321 B
Python
vec4 v_color0 : COLOR0 = vec4(1.0, 1.0, 1.0, 1.0);
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vec2 v_texcoord0 : TEXCOORD0 = vec2(0.0, 0.0);
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vec3 a_position : POSITION;
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vec4 a_color0 : COLOR0;
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vec4 i_data0 : TEXCOORD7;
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vec4 i_data1 : TEXCOORD6;
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vec4 i_data2 : TEXCOORD5;
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vec4 i_data3 : TEXCOORD4;
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vec4 i_data4 : TEXCOORD3;
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