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write some dumb shader code
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parent
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42
kubi/shaders/world.wgsl
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42
kubi/shaders/world.wgsl
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// struct Uniforms {
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// transform: mat4x4<f32>;
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// };
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// @group(1) @binding(0)
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// var<uniform> uniforms: Uniforms;
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struct VertexInput {
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@location(0) position: 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(3) @interpolate(flat) tex_index: u32,
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}
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struct VertexOutput {
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@builtin(position) clip_position: vec4<f32>,
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@location(0) uv: vec2<f32>,
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@location(1) normal: vec3<f32>,
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@location(2) color: vec4<f32>,
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@location(3) @interpolate(flat) tex_index: u32,
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};
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@vertex
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fn vs_main(
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in: VertexInput,
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) -> VertexOutput {
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var out: VertexOutput;
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out.uv = in.uv;
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out.clip_position = vec4<f32>(in.position, 1.0);
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return out;
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}
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@group(0) @binding(0)
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var t_diffuse: texture_2d_array<f32>;
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@group(0) @binding(1)
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var s_diffuse: sampler;
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@fragment
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fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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return textureSample(t_diffuse, s_diffuse, in.uv, in.tex_index);
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}
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