Fix some shaders
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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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