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struct Globals {
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mvp: mat4x4<f32>,
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size: vec2<f32>,
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_pad0: u32,
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_pad1: u32,
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};
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struct Locals {
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position: vec2<f32>,
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velocity: vec2<f32>,
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color: u32,
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_pad0: u32,
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_pad1: u32,
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_pad2: u32,
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2021-06-01 02:19:51 +00:00
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};
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@group(0)
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@binding(0)
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var<uniform> globals: Globals;
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@group(1)
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@binding(0)
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var<uniform> locals: Locals;
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struct VertexOutput {
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@builtin(position) position: vec4<f32>,
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@location(0) tex_coords: vec2<f32>,
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@location(1) color: vec4<f32>,
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};
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@vertex
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fn vs_main(@builtin(vertex_index) vi: u32) -> VertexOutput {
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let tc = vec2<f32>(f32(vi & 1u), 0.5 * f32(vi & 2u));
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let offset = vec2<f32>(tc.x * globals.size.x, tc.y * globals.size.y);
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let pos = globals.mvp * vec4<f32>(locals.position + offset, 0.0, 1.0);
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let color = vec4<f32>((vec4<u32>(locals.color) >> vec4<u32>(0u, 8u, 16u, 24u)) & vec4<u32>(255u)) / 255.0;
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return VertexOutput(pos, tc, color);
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}
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@group(0)
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@binding(1)
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var tex: texture_2d<f32>;
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@group(0)
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@binding(2)
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var sam: sampler;
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@fragment
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fn fs_main(vertex: VertexOutput) -> @location(0) vec4<f32> {
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return vertex.color * textureSampleLevel(tex, sam, vertex.tex_coords, 0.0);
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2021-06-01 02:19:51 +00:00
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}
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