Shader: Switch type<subtype> to type[subtype]
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@@ -1,51 +1,51 @@
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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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[layout(std140)]
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struct BlurData
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{
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direction: vec2<f32>,
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direction: vec2[f32],
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sizeFactor: f32
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}
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external
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{
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[set(0), binding(0)] viewerData: uniform<ViewerData>,
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[set(0), binding(1)] colorTexture: sampler2D<f32>,
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[set(0), binding(2)] blurData: uniform<BlurData>
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[set(0), binding(0)] viewerData: uniform[ViewerData],
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[set(0), binding(1)] colorTexture: sampler2D[f32],
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[set(0), binding(2)] blurData: uniform[BlurData]
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}
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struct FragIn
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{
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[location(0)] uv: vec2<f32>
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[location(0)] uv: vec2[f32]
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}
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struct FragOut
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{
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[location(0)] color: vec4<f32>
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[location(0)] color: vec4[f32]
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}
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struct VertIn
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{
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[location(0)] pos: vec2<f32>,
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[location(1)] uv: vec2<f32>,
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[location(0)] pos: vec2[f32],
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[location(1)] uv: vec2[f32],
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}
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struct VertOut
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{
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[location(0)] uv: vec2<f32>,
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[builtin(position)] position: vec4<f32>
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[location(0)] uv: vec2[f32],
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[builtin(position)] position: vec4[f32]
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}
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[entry(frag)]
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@@ -62,7 +62,7 @@ fn main(input: FragIn) -> FragOut
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color += colorTexture.Sample(input.uv - blurData.direction * 3.2307692308 * invTargetSize).rgb * 0.0702702703;
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let output: FragOut;
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output.color = vec4<f32>(color, 1.0);
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output.color = vec4[f32](color, 1.0);
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return output;
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}
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@@ -71,7 +71,7 @@ fn main(input: FragIn) -> FragOut
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fn main(input: VertIn) -> VertOut
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{
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let output: VertOut;
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output.position = vec4<f32>(input.pos, 0.0, 1.0);
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output.position = vec4[f32](input.pos, 0.0, 1.0);
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output.uv = input.uv;
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return output;
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