now we can render stuff
parent
0e6b636f8e
commit
71d579641e
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@ -8,30 +8,60 @@ use winit::{
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};
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};
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#[repr(C)]
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#[repr(C)]
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struct Vertex([f32; 3]);
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struct Vertex {
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position: [f32; 3],
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tex_coord: [f32; 2],
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}
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impl Vertex {
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impl Vertex {
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const fn desc() -> wgpu::VertexBufferLayout<'static> {
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const fn desc() -> wgpu::VertexBufferLayout<'static> {
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wgpu::VertexBufferLayout {
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wgpu::VertexBufferLayout {
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array_stride: std::mem::size_of::<Self>() as wgpu::BufferAddress,
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array_stride: std::mem::size_of::<Self>() as wgpu::BufferAddress,
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step_mode: wgpu::VertexStepMode::Vertex,
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step_mode: wgpu::VertexStepMode::Vertex,
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attributes: &[wgpu::VertexAttribute {
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attributes: &[
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wgpu::VertexAttribute {
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format: wgpu::VertexFormat::Float32x3,
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format: wgpu::VertexFormat::Float32x3,
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offset: 0,
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offset: 0,
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shader_location: 0,
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shader_location: 0,
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}],
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},
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wgpu::VertexAttribute {
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format: wgpu::VertexFormat::Float32x2,
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// size_of::<[f32; 3]> because the tex coords are right after the vertex
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// positions
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offset: std::mem::size_of::<[f32; 3]>() as wgpu::BufferAddress,
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shader_location: 1,
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},
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],
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}
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}
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}
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}
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}
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}
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const FULL_QUAD_VERTS: &[Vertex] = &[
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const FULL_QUAD_VERTS: &[Vertex] = &[
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Vertex([-1.0, -1.0, 0.0]),
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Vertex {
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Vertex([-1.0, 1.0, 0.0]),
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position: [-1.0, -1.0, 0.0],
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Vertex([1.0, 1.0, 0.0]),
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tex_coord: [0.0, 1.0],
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},
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Vertex {
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position: [-1.0, 1.0, 0.0],
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tex_coord: [0.0, 0.0],
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},
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Vertex {
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position: [1.0, 1.0, 0.0],
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tex_coord: [1.0, 0.0],
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},
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//
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//
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Vertex([-1.0, -1.0, 0.0]),
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Vertex {
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Vertex([1.0, -1.0, 0.0]),
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position: [-1.0, -1.0, 0.0],
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Vertex([1.0, 1.0, 0.0]),
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tex_coord: [0.0, 1.0],
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},
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Vertex {
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position: [1.0, -1.0, 0.0],
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tex_coord: [1.0, 1.0],
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},
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Vertex {
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position: [1.0, 1.0, 0.0],
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tex_coord: [1.0, 0.0],
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},
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];
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];
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fn main() -> Result<(), Box<dyn std::error::Error>> {
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fn main() -> Result<(), Box<dyn std::error::Error>> {
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@ -82,9 +112,62 @@ fn main() -> Result<(), Box<dyn std::error::Error>> {
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},
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},
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usage: wgpu::BufferUsages::VERTEX,
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usage: wgpu::BufferUsages::VERTEX,
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});
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});
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let texture_size = wgpu::Extent3d {
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width: 2,
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height: 2,
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depth_or_array_layers: 1,
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};
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let texture = device.create_texture(&wgpu::TextureDescriptor {
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label: None,
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size: texture_size,
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mip_level_count: 1,
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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format: wgpu::TextureFormat::Rgba8UnormSrgb,
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usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
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view_formats: &[],
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});
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let texture_bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: None,
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entries: &[
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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sample_type: wgpu::TextureSampleType::Float { filterable: true },
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view_dimension: wgpu::TextureViewDimension::D2,
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multisampled: false,
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},
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
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count: None,
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},
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],
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});
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let texture_view = texture.create_view(&wgpu::TextureViewDescriptor::default());
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let texture_sampler = device.create_sampler(&wgpu::SamplerDescriptor::default());
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let texture_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: None,
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layout: &texture_bind_group_layout,
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::TextureView(&texture_view),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::Sampler(&texture_sampler),
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},
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],
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});
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: None,
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label: None,
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bind_group_layouts: &[],
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bind_group_layouts: &[&texture_bind_group_layout],
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push_constant_ranges: &[],
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push_constant_ranges: &[],
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});
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});
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let swapchain_capabilities = surface.get_capabilities(&adapter);
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let swapchain_capabilities = surface.get_capabilities(&adapter);
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@ -160,10 +243,29 @@ fn main() -> Result<(), Box<dyn std::error::Error>> {
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occlusion_query_set: None,
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occlusion_query_set: None,
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});
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});
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rpass.set_pipeline(&render_pipeline);
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rpass.set_pipeline(&render_pipeline);
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rpass.set_bind_group(0, &texture_bind_group, &[]);
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rpass.set_vertex_buffer(0, vertex_buffer.slice(..));
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rpass.set_vertex_buffer(0, vertex_buffer.slice(..));
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rpass.draw(0..FULL_QUAD_VERTS.len() as u32, 0..1);
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rpass.draw(0..FULL_QUAD_VERTS.len() as u32, 0..1);
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}
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}
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queue.write_texture(
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wgpu::ImageCopyTexture {
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texture: &texture,
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mip_level: 0,
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origin: wgpu::Origin3d::ZERO,
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aspect: wgpu::TextureAspect::All,
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},
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&[
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255, 0, 0, 255, 0, 255, 0, 255, 0, 0, 255, 255, 255, 0, 255, 255,
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],
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wgpu::ImageDataLayout {
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offset: 0,
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bytes_per_row: Some(4 * texture_size.width),
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rows_per_image: Some(texture_size.height),
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},
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texture_size,
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);
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queue.submit(Some(encoder.finish()));
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queue.submit(Some(encoder.finish()));
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frame.present();
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frame.present();
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@ -1,22 +1,28 @@
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struct VertexInput {
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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) tex_coord: vec2<f32>,
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}
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}
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struct VertexOutput {
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struct VertexOutput {
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@builtin(position) clip_position: vec4<f32>,
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@builtin(position) clip_position: vec4<f32>,
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@location(0) color: vec4<f32>,
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@location(0) tex_coord: vec2<f32>,
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}
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}
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@vertex
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@vertex
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fn vs_main(quad: VertexInput) -> VertexOutput {
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fn vs_main(quad: VertexInput) -> VertexOutput {
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var out: VertexOutput;
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var out: VertexOutput;
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out.color = vec4(1.0, 0.0, 0.0, 1.0);
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out.tex_coord = quad.tex_coord;
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out.clip_position = vec4<f32>(quad.position, 1.0);
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out.clip_position = vec4<f32>(quad.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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@group(0) @binding(0)
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var texture: texture_2d<f32>;
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@group(0) @binding(1)
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var texture_sampler: 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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return in.color;
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return textureSample(texture, texture_sampler, in.tex_coord);
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}
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}
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