upload data and orient thing
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@@ -13,14 +13,17 @@ struct View {
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transform: mat4x4<f32>,
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};
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struct VoxelGroup {
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transform: mat4x4<f32>,
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dimensions: vec3<u32>,
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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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@group(0) @binding(3)
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var<storage, read> voxels: array<u32>;
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@group(0) @binding(2)
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var<storage, read> voxel_groups: array<VoxelGroup>;
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@vertex
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fn vs_main(
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@@ -52,30 +55,34 @@ fn fs_main(
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pixel_pos.y *= 2.0;
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pixel_pos.y *= aspect;
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pixel_pos = (view.transform * vec4<f32>(pixel_pos, 1.0)).xyz;
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let origin = (view.transform * vec4<f32>(0.0, 0.0, 0.0, 1.0)).xyz;
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let group = voxel_groups[0];
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let dim_f = vec3<f32>(group.dimensions);
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// this should definitely be done per pixel trust me guys
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let transform = group.transform * view.transform;
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pixel_pos = (transform * vec4<f32>(pixel_pos, 1.0)).xyz;
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let origin = (transform * vec4<f32>(0.0, 0.0, 0.0, 1.0)).xyz;
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let dir = normalize(pixel_pos - origin);
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let voxel_pos = vec3<f32>(-5.0, -5.0, 30.0);
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var t = 0;
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var color = vec4<f32>(0.0, 0.0, 0.0, 0.0);
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for(t = 0; t < 1000; t += 1) {
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let pos = pixel_pos + f32(t) * 0.1 * dir - voxel_pos;
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let rel_coords = vec3<i32>(pos.xyz);
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if rel_coords.x < 0 || rel_coords.y < 0 || rel_coords.z < 0 || rel_coords.x > 10 || rel_coords.y > 10 || rel_coords.z > 10 {
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let pos = pixel_pos + f32(t) * 0.1 * dir;
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if pos.x < 0.0 || pos.y < 0.0 || pos.z < 0.0 || pos.x > dim_f.x || pos.y > dim_f.y || pos.z > dim_f.z {
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continue;
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} else {
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let i = rel_coords.x + rel_coords.y * 10 + rel_coords.z * 100;
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let color = unpack4x8unorm(voxels[i]);
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if voxels[i] != 0 {
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return vec4<f32>(1.0);
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} else {
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let pos = vec3<f32>(rel_coords);
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return vec4<f32>(pos.x / 10.0, pos.y / 10.0, pos.z / 10.0, 1.0);
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let rel_coords = vec3<u32>(pos.xyz);
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let i = u32(rel_coords.x + rel_coords.y * group.dimensions.x + rel_coords.z * group.dimensions.x * group.dimensions.y);
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let vcolor = unpack4x8unorm(voxels[i]);
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// now I understand premultiplied alpha lmao
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color += vec4<f32>(vcolor.xyz * vcolor.a * (1.0 - color.a), (1.0 - color.a) * vcolor.a);
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if color.a == 1.0 {
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break;
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}
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}
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}
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return vec4<f32>(0.0, 0.0, 0.0, 1.0);
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return color;
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}
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