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add the old "lighting" thingy
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@ -39,10 +39,20 @@ 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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// not actual lighting; makes it easier to distinguish unlit faces
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let light: f32 =
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abs(in.normal.x) + .85 *
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abs(in.normal.y) + .65 *
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abs(in.normal.z);
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let color: vec4<f32> =
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textureSample(t_diffuse, s_diffuse, in.uv, in.tex_index)
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* vec4<f32>(light, light, light, 1.0);
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if (color.a < 0.5) {
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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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}
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}
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