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https://github.com/Rezmason/matrix.git
synced 2026-04-21 07:19:30 -07:00
They removed [[block]] from WGSL struct declarations.
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@@ -1,6 +1,6 @@
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let ONE_OVER_SQRT_2PI = 0.39894;
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[[block]] struct Config {
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struct Config {
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bloomRadius : f32;
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direction : vec2<f32>;
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};
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@@ -1,4 +1,4 @@
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[[block]] struct Config {
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struct Config {
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bloomStrength : f32;
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pyramidHeight : f32;
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};
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@@ -1,13 +1,13 @@
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[[block]] struct Config {
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struct Config {
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ditherMagnitude : f32;
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backgroundColor : vec3<f32>;
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};
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[[block]] struct Palette {
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struct Palette {
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colors : array<vec3<f32>, 512>;
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};
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[[block]] struct Time {
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struct Time {
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seconds : f32;
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frames : i32;
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};
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@@ -1,7 +1,7 @@
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// This shader module is the star of the show.
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// It is where the cell states update and the symbols get drawn to the screen.
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[[block]] struct Config {
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struct Config {
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// common properties used for compute and rendering
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animationSpeed : f32;
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glyphSequenceLength : i32;
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@@ -41,20 +41,20 @@
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};
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// The properties that change over time get their own buffer.
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[[block]] struct Time {
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struct Time {
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seconds : f32;
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frames : i32;
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};
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// The properties related to the size of the canvas get their own buffer.
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[[block]] struct Scene {
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struct Scene {
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screenSize : vec2<f32>;
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camera : mat4x4<f32>;
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transform : mat4x4<f32>;
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};
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// The array of cells that the compute shader updates, and the fragment shader draws.
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[[block]] struct CellData {
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struct CellData {
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cells: array<vec4<f32>>;
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};
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@@ -1,9 +1,9 @@
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[[block]] struct Config {
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struct Config {
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ditherMagnitude : f32;
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backgroundColor : vec3<f32>;
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};
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[[block]] struct Time {
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struct Time {
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seconds : f32;
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frames : i32;
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};
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@@ -1,9 +1,9 @@
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[[block]] struct Config {
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struct Config {
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ditherMagnitude : f32;
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backgroundColor : vec3<f32>;
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};
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[[block]] struct Time {
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struct Time {
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seconds : f32;
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frames : i32;
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};
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