Checkpoint 2: integrate native Editor, MCP, gameplay builds and standalone export
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@@ -34,8 +34,13 @@ VertexOutput vertexMain(VertexInput v) {
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float4 shadowMain(VertexInput v) : SV_Position { return mul(frame.lightViewProjection, float4(v.world,1)); }
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[shader("fragment")]
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float4 fragmentMain(VertexOutput v) : SV_Target {
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float4 base = v.color * colorMap.Sample(colorSampler, v.uv);
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if (dot(v.normal,v.normal) < 0.01) return base;
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float4 sampled = colorMap.Sample(colorSampler, v.uv);
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if (dot(v.normal,v.normal) < 1e-12) {
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// UI/sprite tint is in display space; sRGB textures were decoded by Vulkan.
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if (v.material.x > 0.5) sampled.rgb = lerp(sampled.rgb * 12.92, 1.055 * pow(max(sampled.rgb,0),float3(1.0/2.4)) - 0.055, step(0.0031308, sampled.rgb));
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return v.color * sampled;
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}
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float4 base = v.color * sampled;
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const float pi = 3.14159265;
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float3 n=normalize(v.normal), l=normalize(-frame.lightDirection.xyz), view=normalize(frame.eye.xyz-v.world), h=normalize(l+view);
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float nl=max(dot(n,l),0.0), nv=max(dot(n,view),0.001), nh=max(dot(n,h),0.0), vh=max(dot(view,h),0.0);
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