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@ -4,39 +4,39 @@ struct Camera {
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view_pos: vec4<f32>;
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view_proj: mat4x4<f32>;
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};
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[[group(1), binding(0)]]
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@group(1) @binding(0)
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var<uniform> camera: Camera;
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struct Light {
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position: vec3<f32>;
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color: vec3<f32>;
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};
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[[group(2), binding(0)]]
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@group(2) @binding(0)
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var<uniform> light: Light;
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struct VertexInput {
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[[location(0)]] position: vec3<f32>;
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[[location(1)]] tex_coords: vec2<f32>;
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[[location(2)]] normal: vec3<f32>;
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@location(0) position: vec3<f32>;
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@location(1) tex_coords: vec2<f32>;
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@location(2) normal: vec3<f32>;
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};
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struct InstanceInput {
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[[location(5)]] model_matrix_0: vec4<f32>;
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[[location(6)]] model_matrix_1: vec4<f32>;
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[[location(7)]] model_matrix_2: vec4<f32>;
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[[location(8)]] model_matrix_3: vec4<f32>;
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[[location(9)]] normal_matrix_0: vec3<f32>;
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[[location(10)]] normal_matrix_1: vec3<f32>;
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[[location(11)]] normal_matrix_2: vec3<f32>;
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@location(5) model_matrix_0: vec4<f32>;
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@location(6) model_matrix_1: vec4<f32>;
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@location(7) model_matrix_2: vec4<f32>;
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@location(8) model_matrix_3: vec4<f32>;
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@location(9) normal_matrix_0: vec3<f32>;
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@location(10) normal_matrix_1: vec3<f32>;
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@location(11) normal_matrix_2: vec3<f32>;
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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)]] tex_coords: vec2<f32>;
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[[location(1)]] world_normal: vec3<f32>;
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[[location(2)]] world_position: vec3<f32>;
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@builtin(position) clip_position: vec4<f32>;
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@location(0) tex_coords: vec2<f32>;
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@location(1) world_normal: vec3<f32>;
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@location(2) world_position: vec3<f32>;
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};
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[[stage(vertex)]]
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@stage(vertex)
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fn vs_main(
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model: VertexInput,
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instance: InstanceInput,
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@ -63,13 +63,13 @@ fn vs_main(
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// Fragment shader
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[[group(0), binding(0)]]
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@group(0) @binding(0)
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var t_diffuse: texture_2d<f32>;
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[[group(0), binding(1)]]
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@group(0) @binding(1)
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var s_diffuse: sampler;
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[[stage(fragment)]]
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fn fs_main(in: VertexOutput) -> [[location(0)]] vec4<f32> {
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@stage(fragment)
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fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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let object_color: vec4<f32> = textureSample(t_diffuse, s_diffuse, in.tex_coords);
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// We don't need (or want) much ambient light, so 0.1 is fine
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