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wip things
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@ -9,6 +9,10 @@ uniform sampler2DArray tex;
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void main() {
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void main() {
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// base color from texture
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// base color from texture
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color = texture(tex, vec3(v_uv, v_tex_index));
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color = texture(tex, vec3(v_uv, v_tex_index));
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// discard fully transparent pixels
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if (color.w <= 0.0) {
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discard;
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}
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//basic "lighting"
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//basic "lighting"
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float light = abs(v_normal.x) + .8 * abs(v_normal.y) + .6 * abs(v_normal.z);
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float light = abs(v_normal.x) + .8 * abs(v_normal.y) + .6 * abs(v_normal.z);
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color *= vec4(vec3(light), 1.);
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color *= vec4(vec3(light), 1.);
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1
kubi/src/gui.rs
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1
kubi/src/gui.rs
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@ -0,0 +1 @@
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//TODO
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0
kubi/src/gui/text_widget.rs
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0
kubi/src/gui/text_widget.rs
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@ -31,6 +31,8 @@ pub(crate) mod block_placement;
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pub(crate) mod delta_time;
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pub(crate) mod delta_time;
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pub(crate) mod cursor_lock;
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pub(crate) mod cursor_lock;
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pub(crate) mod control_flow;
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pub(crate) mod control_flow;
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pub(crate) mod state;
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pub(crate) mod gui;
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use world::{
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use world::{
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init_game_world,
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init_game_world,
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14
kubi/src/state.rs
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14
kubi/src/state.rs
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@ -0,0 +1,14 @@
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use shipyard::Unique;
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#[derive(Unique)]
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pub enum GameState {
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Connecting,
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LoadingWorld,
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InGame,
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}
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fn insert_default_state(
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) {
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}
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