Fix some shaders
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d3e0d8a39f
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@ -41,9 +41,9 @@ external
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struct InputData
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{
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[location(0)] vertNormal: vec3<f32>,
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[location(1)] vertUV: vec2<f32>,
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[location(2)] vertPos: vec3<f32>
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[location(0)] normal: vec3<f32>,
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[location(1)] uv: vec2<f32>,
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[location(2)] pos: vec3<f32>
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}
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struct OutputData
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@ -73,7 +73,7 @@ fn main(input: InputData) -> OutputData
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let output: OutputData;
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output.diffuseMap = diffuseColor;
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output.normalMap = vec4<f32>((vec3<f32>(1.0, 1.0, 1.0) + input.vertNormal) * 0.5, 1.0);
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output.positionMap = vec4<f32>(input.vertPos, 1.0);
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output.normalMap = vec4<f32>((vec3<f32>(1.0, 1.0, 1.0) + input.normal) * 0.5, 1.0);
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output.positionMap = vec4<f32>(input.pos, 1.0);
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return output;
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}
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@ -35,28 +35,28 @@ external
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struct InputData
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{
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[location(0)] inPos: vec3<f32>,
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[location(1)] inNormals: vec3<f32>,
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[location(2)] inTexCoord: vec2<f32>
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[location(0)] pos: vec3<f32>,
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[location(1)] normal: vec3<f32>,
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[location(2)] uv: vec2<f32>
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}
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struct OutputData
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{
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[location(0)] vertNormal: vec3<f32>,
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[location(1)] vertUV: vec2<f32>,
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[location(2)] vertPos: vec3<f32>,
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[location(0)] normal: vec3<f32>,
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[location(1)] uv: vec2<f32>,
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[location(2)] pos: vec3<f32>,
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[builtin(position)] position: vec4<f32>
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}
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[entry(vert)]
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fn main(input: InputData) -> OutputData
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{
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let worldPos = instanceData.worldMatrix * vec4<f32>(input.inPos, 1.0);
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let worldPos = instanceData.worldMatrix * vec4<f32>(input.pos, 1.0);
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let output: OutputData;
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output.vertUV = input.inTexCoord;
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output.vertNormal = input.inNormals;
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output.vertPos = worldPos.xyz;
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output.position = viewerData.viewProjMatrix * instanceData.worldMatrix * vec4<f32>(input.inPos, 1.0);
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output.uv = input.uv;
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output.normal = input.normal;
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output.pos = worldPos.xyz;
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output.position = viewerData.viewProjMatrix * instanceData.worldMatrix * vec4<f32>(input.pos, 1.0);
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return output;
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}
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@ -62,7 +62,7 @@ fn main(input: FragIn) -> FragOut
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const if (HAS_ALPHA_TEXTURE)
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// TODO: diffuseColor.w *= MaterialAlphaMap.Sample(input.uv)).x
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diffuseColor = vec4<f32>(diffuseColor.x, diffuseColor.y, diffuseColor.z, ((MaterialAlphaMap.Sample(input.uv)).x) * diffuseColor.w);
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diffuseColor = vec4<f32>(diffuseColor.x, diffuseColor.y, diffuseColor.z, (MaterialAlphaMap.Sample(input.uv)).x * diffuseColor.w);
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const if (ALPHA_TEST)
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{
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