give the checkerboard "reflections"
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34bfeab267
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@ -98,8 +98,14 @@ fn vs_entity(
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return result;
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return result;
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}
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}
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struct SquareOutput {
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@builtin(position) position: vec4<f32>,
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@location(2) normal: vec3<f32>,
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@location(3) view: vec3<f32>,
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@location(4) pos: vec3<f32>,
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};
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@vertex
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@vertex
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fn vs_square(@builtin(vertex_index) vertex_index: u32) -> GroundOutput {
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fn vs_square(@builtin(vertex_index) vertex_index: u32) -> SquareOutput {
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// hacky way to draw two triangles that make a square
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// hacky way to draw two triangles that make a square
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let tmp1 = i32(vertex_index)/2-i32(vertex_index)/3;
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let tmp1 = i32(vertex_index)/2-i32(vertex_index)/3;
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let tmp2 = i32(vertex_index)&1;
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let tmp2 = i32(vertex_index)&1;
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@ -109,8 +115,10 @@ fn vs_square(@builtin(vertex_index) vertex_index: u32) -> GroundOutput {
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0.0
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0.0
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);
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);
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var result: GroundOutput;
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var result: SquareOutput;
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result.normal = vec3<f32>(0.0,0.0,1.0);
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result.pos = (transform.transform * vec4<f32>(pos, 1.0)).xyz;
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result.pos = (transform.transform * vec4<f32>(pos, 1.0)).xyz;
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result.view = result.pos - r_data.cam_pos.xyz;
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result.position = r_data.proj * r_data.view * transform.transform * vec4<f32>(pos, 1.0);
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result.position = r_data.proj * r_data.view * transform.transform * vec4<f32>(pos, 1.0);
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return result;
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return result;
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}
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}
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@ -159,14 +167,22 @@ fn fs_ground(vertex: GroundOutput) -> @location(0) vec4<f32> {
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}
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}
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@fragment
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@fragment
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fn fs_checkered(vertex: GroundOutput) -> @location(0) vec4<f32> {
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fn fs_checkered(vertex: SquareOutput) -> @location(0) vec4<f32> {
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let voxel_parity: f32 = f32(
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let voxel_parity: f32 = f32(
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u32(modulo_euclidean(vertex.pos.x,2.0)<1.0)
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u32(modulo_euclidean(vertex.pos.x,2.0)<1.0)
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^ u32(modulo_euclidean(vertex.pos.y,2.0)<1.0)
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^ u32(modulo_euclidean(vertex.pos.y,2.0)<1.0)
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//^ u32(modulo_euclidean(vertex.pos.z,2.0)<1.0)
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//^ u32(modulo_euclidean(vertex.pos.z,2.0)<1.0)
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);
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);
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return vec4<f32>(vec3<f32>(1.0)*voxel_parity, 1.0);
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let incident = normalize(vertex.view);
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let normal = normalize(vertex.normal);
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let d = dot(normal, incident);
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let reflected = incident - 2.0 * d * normal;
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let texture_color = vec3<f32>(1.0)*voxel_parity;
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let reflected_color = textureSample(r_texture, r_sampler, reflected).rgb;
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return vec4<f32>(mix(vec3<f32>(0.1) + 0.5 * reflected_color,texture_color,1.0-pow(1.0-abs(d),2.0)), 1.0);
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}
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}
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@fragment
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@fragment
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fn fs_overwrite(vertex: GroundOutput) {}
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fn fs_overwrite(vertex: SquareOutput) {}
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