Shader: Switch type<subtype> to type[subtype]
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@@ -6,52 +6,52 @@ option AlphaTest: bool = false;
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struct BasicSettings
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{
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AlphaThreshold: f32,
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DiffuseColor: vec4<f32>
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DiffuseColor: vec4[f32]
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}
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[layout(std140)]
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struct InstanceData
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{
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worldMatrix: mat4<f32>,
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invWorldMatrix: mat4<f32>
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worldMatrix: mat4[f32],
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invWorldMatrix: mat4[f32]
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}
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[layout(std140)]
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struct ViewerData
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{
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projectionMatrix: mat4<f32>,
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invProjectionMatrix: mat4<f32>,
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viewMatrix: mat4<f32>,
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invViewMatrix: mat4<f32>,
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viewProjMatrix: mat4<f32>,
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invViewProjMatrix: mat4<f32>,
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renderTargetSize: vec2<f32>,
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invRenderTargetSize: vec2<f32>,
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eyePosition: vec3<f32>
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projectionMatrix: mat4[f32],
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invProjectionMatrix: mat4[f32],
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viewMatrix: mat4[f32],
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invViewMatrix: mat4[f32],
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viewProjMatrix: mat4[f32],
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invViewProjMatrix: mat4[f32],
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renderTargetSize: vec2[f32],
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invRenderTargetSize: vec2[f32],
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eyePosition: vec3[f32]
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}
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external
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{
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[binding(0)] settings: uniform<BasicSettings>,
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[binding(1)] MaterialDiffuseMap: sampler2D<f32>,
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[binding(2)] MaterialAlphaMap: sampler2D<f32>,
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[binding(3)] TextureOverlay: sampler2D<f32>,
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[binding(4)] instanceData: uniform<InstanceData>,
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[binding(5)] viewerData: uniform<ViewerData>,
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[binding(0)] settings: uniform[BasicSettings],
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[binding(1)] MaterialDiffuseMap: sampler2D[f32],
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[binding(2)] MaterialAlphaMap: sampler2D[f32],
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[binding(3)] TextureOverlay: sampler2D[f32],
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[binding(4)] instanceData: uniform[InstanceData],
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[binding(5)] viewerData: uniform[ViewerData],
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}
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struct InputData
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{
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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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[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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{
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[location(0)] diffuseMap: vec4<f32>,
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[location(1)] normalMap: vec4<f32>,
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[location(2)] positionMap: vec4<f32>
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[location(0)] diffuseMap: vec4[f32],
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[location(1)] normalMap: vec4[f32],
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[location(2)] positionMap: vec4[f32]
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}
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[entry(frag)]
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@@ -72,7 +72,7 @@ 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.normal) * 0.5, 1.0);
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output.positionMap = vec4<f32>(input.pos, 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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