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load_roblo
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load-roblo
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2
Cargo.lock
generated
2
Cargo.lock
generated
@@ -1645,7 +1645,7 @@ checksum = "a2eb9349b6444b326872e140eb1cf5e7c522154d69e7a0ffb0fb81c06b37543f"
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[[package]]
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name = "strafe-client"
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version = "0.3.0"
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version = "0.4.0"
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dependencies = [
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"async-executor",
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"bytemuck",
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@@ -1,6 +1,6 @@
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[package]
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name = "strafe-client"
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version = "0.3.0"
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version = "0.4.0"
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edition = "2021"
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# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
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BIN
images/squid.dds
Normal file
BIN
images/squid.dds
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Binary file not shown.
Binary file not shown.
@@ -51,7 +51,7 @@ pub trait Example: 'static + Sized {
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device: &wgpu::Device,
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queue: &wgpu::Queue,
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);
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fn update(&mut self, event: WindowEvent);
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fn update(&mut self, device: &wgpu::Device, event: WindowEvent);
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fn device_event(&mut self, event: DeviceEvent);
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fn render(
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&mut self,
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@@ -344,7 +344,7 @@ fn start<E: Example>(
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println!("{:#?}", instance.generate_report());
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}
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_ => {
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example.update(event);
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example.update(&device,event);
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}
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},
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event::Event::DeviceEvent {
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@@ -10,8 +10,7 @@ fn class_is_a(class: &str, superclass: &str) -> bool {
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}
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return false
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}
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pub fn get_objects(buf_thing: std::io::BufReader<&[u8]>, superclass: &str) -> Result<std::vec::Vec<rbx_dom_weak::Instance>, Box<dyn std::error::Error>> {
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pub fn get_objects<R: std::io::Read>(buf_thing: R, superclass: &str) -> Result<std::vec::Vec<rbx_dom_weak::Instance>, Box<dyn std::error::Error>> {
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// Using buffered I/O is recommended with rbx_binary
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let dom = rbx_binary::from_reader(buf_thing)?;
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834
src/main.rs
834
src/main.rs
File diff suppressed because it is too large
Load Diff
120
src/shader.wgsl
120
src/shader.wgsl
@@ -1,9 +1,4 @@
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struct SkyOutput {
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@builtin(position) position: vec4<f32>,
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@location(0) sampledir: vec3<f32>,
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};
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struct Data {
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struct Camera {
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// from camera to screen
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proj: mat4x4<f32>,
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// from screen to camera
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@@ -13,9 +8,16 @@ struct Data {
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// camera position
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cam_pos: vec4<f32>,
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};
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//group 0 is the camera
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@group(0)
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@binding(0)
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var<uniform> r_data: Data;
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var<uniform> camera: Camera;
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struct SkyOutput {
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@builtin(position) position: vec4<f32>,
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@location(0) sampledir: vec3<f32>,
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};
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@vertex
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fn vs_sky(@builtin(vertex_index) vertex_index: u32) -> SkyOutput {
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@@ -30,8 +32,8 @@ fn vs_sky(@builtin(vertex_index) vertex_index: u32) -> SkyOutput {
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);
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// transposition = inversion for this orthonormal matrix
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let inv_model_view = transpose(mat3x3<f32>(r_data.view[0].xyz, r_data.view[1].xyz, r_data.view[2].xyz));
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let unprojected = r_data.proj_inv * pos;
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let inv_model_view = transpose(mat3x3<f32>(camera.view[0].xyz, camera.view[1].xyz, camera.view[2].xyz));
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let unprojected = camera.proj_inv * pos;
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var result: SkyOutput;
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result.sampledir = inv_model_view * unprojected.xyz;
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@@ -39,93 +41,65 @@ fn vs_sky(@builtin(vertex_index) vertex_index: u32) -> SkyOutput {
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return result;
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}
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struct GroundOutput {
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@builtin(position) position: vec4<f32>,
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@location(4) pos: vec3<f32>,
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};
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const MAX_ENTITY_INSTANCES=1024;
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//group 1 is the model
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@group(1)
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@binding(0)
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var<uniform> entity_transforms: array<mat4x4<f32>,MAX_ENTITY_INSTANCES>;
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//var<uniform> entity_texture_transforms: array<mat3x3<f32>,MAX_ENTITY_INSTANCES>;
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//my fancy idea is to create a megatexture for each model that includes all the textures each intance will need
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//the texture transform then maps the texture coordinates to the location of the specific texture
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//how to do no texture?
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@group(1)
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@binding(1)
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var model_texture: texture_2d<f32>;
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@group(1)
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@binding(2)
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var model_sampler: sampler;
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@vertex
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fn vs_ground(@builtin(vertex_index) vertex_index: u32) -> GroundOutput {
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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 tmp2 = i32(vertex_index)&1;
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let pos = vec3<f32>(
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f32(tmp1) * 2.0 - 1.0,
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0.0,
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f32(tmp2) * 2.0 - 1.0
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) * 160.0;
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var result: GroundOutput;
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result.pos = pos;
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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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struct EntityOutput {
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struct EntityOutputTexture {
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@builtin(position) position: vec4<f32>,
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@location(1) texture: vec2<f32>,
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@location(2) normal: vec3<f32>,
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@location(3) view: vec3<f32>,
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};
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@group(1)
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@binding(0)
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var<uniform> r_EntityTransform: mat4x4<f32>;
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@vertex
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fn vs_entity(
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fn vs_entity_texture(
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@builtin(instance_index) instance: u32,
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@location(0) pos: vec3<f32>,
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@location(1) texture: vec2<f32>,
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@location(2) normal: vec3<f32>,
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) -> EntityOutput {
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var position: vec4<f32> = r_EntityTransform * vec4<f32>(pos, 1.0);
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var result: EntityOutput;
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result.normal = (r_EntityTransform * vec4<f32>(normal, 0.0)).xyz;
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result.texture=texture;
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result.view = position.xyz - r_data.cam_pos.xyz;
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result.position = r_data.proj * r_data.view * position;
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) -> EntityOutputTexture {
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var position: vec4<f32> = entity_transforms[instance] * vec4<f32>(pos, 1.0);
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var result: EntityOutputTexture;
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result.normal = (entity_transforms[instance] * vec4<f32>(normal, 0.0)).xyz;
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result.texture=texture;//(entity_texture_transforms[instance] * vec3<f32>(texture, 1.0)).xy;
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result.view = position.xyz - camera.cam_pos.xyz;
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result.position = camera.proj * camera.view * position;
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return result;
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}
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@group(0)
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//group 2 is the skybox texture
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@group(2)
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@binding(0)
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var cube_texture: texture_cube<f32>;
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@group(2)
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@binding(1)
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var r_texture: texture_cube<f32>;
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@group(0)
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@binding(2)
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var r_sampler: sampler;
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var cube_sampler: sampler;
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@fragment
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fn fs_sky(vertex: SkyOutput) -> @location(0) vec4<f32> {
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return textureSample(r_texture, r_sampler, vertex.sampledir);
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return textureSample(cube_texture, model_sampler, vertex.sampledir);
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}
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@fragment
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fn fs_entity(vertex: EntityOutput) -> @location(0) vec4<f32> {
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fn fs_entity_texture(vertex: EntityOutputTexture) -> @location(0) vec4<f32> {
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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 dir = vec3<f32>(-1.0)+2.0*vec3<f32>(vertex.texture.x,0.0,vertex.texture.y);
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let texture_color = textureSample(r_texture, r_sampler, dir).rgb;
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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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fn modulo_euclidean (a: f32, b: f32) -> f32 {
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var m = a % b;
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if (m < 0.0) {
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if (b < 0.0) {
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m -= b;
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} else {
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m += b;
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}
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}
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return m;
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}
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@fragment
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fn fs_ground(vertex: GroundOutput) -> @location(0) vec4<f32> {
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let dir = vec3<f32>(-1.0)+vec3<f32>(modulo_euclidean(vertex.pos.x/16.,1.0),0.0,modulo_euclidean(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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let fragment_color = textureSample(model_texture, model_sampler, vertex.texture).rgb;
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let reflected_color = textureSample(cube_texture, cube_sampler, reflected).rgb;
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return vec4<f32>(mix(vec3<f32>(0.1) + 0.5 * reflected_color,fragment_color,1.0-pow(1.0-abs(d),2.0)), 1.0);
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}
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Reference in New Issue
Block a user