TEXTURE sprite_atlas { dim: $sprite_atlas.w, $sprite_atlas.h; RGBA F32; } TEXTURE composite_atlas { dim: 4096, 4096; RGBA F32; } TEXTURE font_atlas { dim: $font_atlas.w, $font_atlas.h; R Swizzle(RRRR); } FRAMEBUFFER fb_composite { color[0]: composite_atlas; }; FRAMEBUFFER fb_2dworld { dim: 4096, 4096; color[0]: RGB F32; }; FRAMEBUFFER fb_3dworld { dim: 4096, 4096; multisample: 8; color[0]: RGB F32; depth: F32; }; FRAMEBUFFER fb_srgb { dim: 4096, 4096; color[0]: sRGB F32; }; FRAME { BUFFER buffer_composite { APP_SpritePixel }; BUFFER buffer_3dworld { APP_Sprite3D }; BUFFER buffer_back { APP_Sprite2D }; BUFFER buffer_sprite { APP_Sprite2D }; BUFFER buffer_text { APP_Sprite2D }; TARGET fb_composite { PASS $composite buffer_composite; } TARGET fb_3dworld { PASS $3dworld buffer_3dworld; } BLIT fb_3dworld fb_2dworld; TARGET fb_2dworld { PASS $sprite2d buffer_back; PASS $sprite2doutline buffer_sprite; PASS $sprite2d buffer_sprite; PASS $sprite2doutline buffer_text; PASS $sprite2d buffer_text; } BLIT fb_2dworld fb_srgb; BLIT fb_srgb 0; }