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Slowly working out what's required to support uniform buffers that store integers as well as floats
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@@ -58,14 +58,12 @@ struct VertexOutput {
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f32(config.numRows)
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);
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position = 1.0 - position * 2.0;
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position = position * scene.screenSize;
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// position = position * scene.screenSize;
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var depth:f32 = 0.0;
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var pos: vec4<f32> = vec4<f32>(position, depth, 1.0);
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// pos.x = pos.x / glyphHeightToWidth;
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// pos = scene.camera * scene.transform * pos;
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pos = scene.camera * scene.transform * pos;
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return VertexOutput(
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pos,
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