switched to stack and compute shaders
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47
src/client/render/voxel/ray_oct/render.wgsl
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47
src/client/render/voxel/ray_oct/render.wgsl
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@@ -0,0 +1,47 @@
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// Vertex shader
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struct VertexOutput {
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@builtin(position) clip_position: vec4<f32>,
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};
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struct View {
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transform: mat4x4<f32>,
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width: u32,
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height: u32,
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zoom: f32,
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};
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@group(0) @binding(0)
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var<uniform> view: View;
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@group(0) @binding(1)
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var t_diffuse: texture_2d<f32>;
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@group(0) @binding(2)
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var s_diffuse: sampler;
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@vertex
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fn vs_main(
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@builtin(vertex_index) vi: u32,
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@builtin(instance_index) ii: u32,
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) -> VertexOutput {
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var out: VertexOutput;
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var pos = vec2<f32>(
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f32(vi % 2u) * 2.0 - 1.0,
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f32(vi / 2u) * 2.0 - 1.0,
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);
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out.clip_position = vec4<f32>(pos.x, pos.y, 0.0, 1.0);
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return out;
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}
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// Fragment shader
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@fragment
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fn fs_main(
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in: VertexOutput,
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) -> @location(0) vec4<f32> {
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let win_dim = vec2<f32>(f32(view.width), f32(view.height));
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var pos = in.clip_position.xy / win_dim;
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pos.y = 1.0 - pos.y;
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return textureSample(t_diffuse, s_diffuse, pos);
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}
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