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use linear for min
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@ -40,7 +40,7 @@ var s_diffuse: sampler;
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@fragment
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@fragment
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fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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let color: vec4<f32> = textureSample(t_diffuse, s_diffuse, in.uv, in.tex_index);
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let color: vec4<f32> = textureSample(t_diffuse, s_diffuse, in.uv, in.tex_index);
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if (color.a == 0.) {
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if (color.a < 0.5) {
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discard;
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discard;
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}
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}
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return color;
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return color;
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@ -70,7 +70,7 @@ pub fn load_prefabs(
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address_mode_v: wgpu::AddressMode::ClampToEdge,
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address_mode_v: wgpu::AddressMode::ClampToEdge,
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address_mode_w: wgpu::AddressMode::ClampToEdge,
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address_mode_w: wgpu::AddressMode::ClampToEdge,
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mag_filter: wgpu::FilterMode::Nearest,
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mag_filter: wgpu::FilterMode::Nearest,
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min_filter: wgpu::FilterMode::Nearest, //TODO min_filter Linear, requires filtering sampler
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min_filter: wgpu::FilterMode::Linear,
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mipmap_filter: wgpu::FilterMode::Nearest,
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mipmap_filter: wgpu::FilterMode::Nearest,
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..Default::default()
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..Default::default()
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});
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});
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@ -82,7 +82,7 @@ pub fn load_prefabs(
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binding: 0,
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binding: 0,
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visibility: wgpu::ShaderStages::FRAGMENT,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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ty: wgpu::BindingType::Texture {
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sample_type: wgpu::TextureSampleType::Float { filterable: false },
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sample_type: wgpu::TextureSampleType::Float { filterable: true },
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view_dimension: wgpu::TextureViewDimension::D2Array,
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view_dimension: wgpu::TextureViewDimension::D2Array,
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multisampled: false,
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multisampled: false,
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},
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},
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@ -91,7 +91,7 @@ pub fn load_prefabs(
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wgpu::BindGroupLayoutEntry {
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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binding: 1,
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visibility: wgpu::ShaderStages::FRAGMENT,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::NonFiltering),
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
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count: None,
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count: None,
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}
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}
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]
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]
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