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upd
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@ -10,7 +10,7 @@ struct VertexInput {
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@location(0) position: vec3<f32>,
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@location(0) position: vec3<f32>,
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@location(1) normal: vec3<f32>,
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@location(1) normal: vec3<f32>,
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@location(2) uv: vec2<f32>,
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@location(2) uv: vec2<f32>,
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@location(3) tex_index: vec2<u8>,
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@location(3) tex_index: u32,
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}
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}
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struct VertexOutput {
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struct VertexOutput {
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@ -24,7 +24,7 @@ fn vs_main(
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) -> VertexOutput {
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) -> VertexOutput {
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var out: VertexOutput;
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var out: VertexOutput;
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out.tex_coords = model.tex_coords;
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out.tex_coords = model.tex_coords;
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out.clip_position = camera.view_proj * vec4<f32>(model.position, 1.0); // 2.
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out.clip_position = camera.view_proj * vec4<f32>(model.position, 1.0);
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return out;
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return out;
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}
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}
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