tidy up unused shader values
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3c73aeeaa8
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@ -41,8 +41,6 @@ fn vs_sky(@builtin(vertex_index) vertex_index: u32) -> SkyOutput {
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struct GroundOutput {
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@builtin(position) position: vec4<f32>,
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@location(1) 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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@ -58,9 +56,7 @@ fn vs_ground(@builtin(vertex_index) vertex_index: u32) -> GroundOutput {
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) * 100.0;
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var result: GroundOutput;
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result.normal = vec3<f32>(0.0,1.0,0.0);
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result.pos = pos;
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result.view = pos - r_data.cam_pos.xyz;
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result.position = r_data.proj * r_data.view * vec4<f32>(pos, 1.0);
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return result;
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}
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@ -107,12 +103,6 @@ fn fs_entity(vertex: EntityOutput) -> @location(0) vec4<f32> {
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@fragment
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fn fs_ground(vertex: GroundOutput) -> @location(0) vec4<f32> {
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//let incident = normalize(vertex.view);
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//let normal = normalize(vertex.normal+vec3<f32>(cos(vertex.pos.x)/16.0,0.0,sin(vertex.pos.z)/16.0));
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//let reflected = incident - 2.0 * dot(normal, incident) * normal;
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//let reflected_color = textureSample(r_texture, r_sampler, reflected).rgb;
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//return vec4<f32>(vec3<f32>(0.1) + 0.5 * reflected_color, 1.0);
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let dir = vec3<f32>(-1.0)+vec3<f32>(vertex.pos.x/16.%1.0,0.0,vertex.pos.z/16.%1.0)*2.0;
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return vec4<f32>(textureSample(r_texture, r_sampler, dir).rgb, 1.0);
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}
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