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Experimenting with simplifying the names of the uniform buffers in the rain render pass shader.
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@@ -143,13 +143,13 @@ export default async (canvas, config) => {
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configBuffer.unmap();
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// prettier-ignore
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const msdfStructLayout = computeStructLayout(["f32"]);
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const msdfStructLayout = computeStructLayout(["i32", "i32"]);
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const msdfBuffer = device.createBuffer({
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size: msdfStructLayout.size,
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usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.FRAGMENT, // Which of these are necessary?
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mappedAtCreation: true,
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});
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new Int32Array(msdfBuffer.getMappedRange()).set(buildStruct(msdfStructLayout, [config.glyphTextureColumns]));
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new Int32Array(msdfBuffer.getMappedRange()).set(buildStruct(msdfStructLayout, [config.glyphTextureColumns, config.glyphSequenceLength]));
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msdfBuffer.unmap();
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// prettier-ignore
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@@ -160,9 +160,9 @@ export default async (canvas, config) => {
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});
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// prettier-ignore
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const cameraStructLayout = computeStructLayout(["vec2<f32>", "mat4x4<f32>", "mat4x4<f32>"]);
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const cameraBuffer = device.createBuffer({
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size: cameraStructLayout.size,
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const sceneStructLayout = computeStructLayout(["vec2<f32>", "mat4x4<f32>", "mat4x4<f32>"]);
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const sceneBuffer = device.createBuffer({
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size: sceneStructLayout.size,
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usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.VERTEX | GPUBufferUsage.COMPUTE | GPUBufferUsage.COPY_DST, // Which of these are necessary?
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});
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@@ -178,7 +178,7 @@ export default async (canvas, config) => {
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const aspectRatio = canvasSize[0] / canvasSize[1];
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mat4.perspectiveZO(camera, (Math.PI / 180) * 90, aspectRatio, 0.0001, 1000);
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const screenSize = aspectRatio > 1 ? [1, aspectRatio] : [1 / aspectRatio, 1];
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queue.writeBuffer(cameraBuffer, 0, new Float32Array(buildStruct(cameraStructLayout, [screenSize, camera, transform])));
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queue.writeBuffer(sceneBuffer, 0, new Float32Array(buildStruct(sceneStructLayout, [screenSize, camera, transform])));
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};
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updateCameraBuffer();
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@@ -253,7 +253,7 @@ export default async (canvas, config) => {
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{
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binding: 5,
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resource: {
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buffer: cameraBuffer,
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buffer: sceneBuffer,
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},
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},
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],
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