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feat: Added shader loading and swapping as well as beginnings of out of the box noise generation and support for multiple render passes
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4ada207b3b
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23 changed files with 1479 additions and 692 deletions
39
resources/shaders/blacknwhite.wgsl
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39
resources/shaders/blacknwhite.wgsl
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struct CameraUniform {
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view_proj: mat4x4<f32>,
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};
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@group(1) @binding(0)
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var<uniform> camera: CameraUniform;
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struct VertexInput {
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@location(0) position: vec3<f32>,
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@location(1) tex_coords: vec2<f32>,
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@location(2) color: vec4<f32>,
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}
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struct VertexOutput {
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@builtin(position) clip_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(
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model: VertexInput,
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) -> VertexOutput {
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var out: VertexOutput;
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out.tex_coords = model.tex_coords;
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out.color = model.color;
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out.clip_position = camera.view_proj * vec4<f32>(model.position, 1.0);
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return out;
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}
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@group(0) @binding(0)
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var t_diffuse: texture_2d<f32>;
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@group(0) @binding(1)
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var s_diffuse: sampler;
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@fragment
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fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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let color = textureSample(t_diffuse, s_diffuse, in.tex_coords);
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return vec4<f32>((color.r + color.g + color.b) / 3.0, (color.r + color.g + color.b) / 3.0, (color.r + color.g + color.b) / 3.0, color.a);
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}
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