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Rearranging the shaders and scripts to hopefully make the project easier to work on
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89
shaders/wgsl/rainRenderPass.wgsl
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89
shaders/wgsl/rainRenderPass.wgsl
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@@ -0,0 +1,89 @@
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let NUM_VERTICES_PER_QUAD:i32 = 6;
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let PI:f32 = 3.14159265359;
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let TWO_PI:f32 = 6.28318530718;
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[[block]] struct Config {
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numColumns: i32;
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numRows: i32;
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glyphHeightToWidth: f32;
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};
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[[group(0), binding(0)]] var<uniform> config:Config;
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[[block]] struct MSDF {
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glyphTextureColumns: i32;
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glyphSequenceLength: i32;
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};
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[[group(0), binding(1)]] var<uniform> msdf:MSDF;
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[[group(0), binding(2)]] var msdfSampler: sampler;
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[[group(0), binding(3)]] var msdfTexture: texture_2d<f32>;
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[[block]] struct Time {
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seconds:f32;
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frames:i32;
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};
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[[group(0), binding(4)]] var<uniform> time:Time;
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[[block]] 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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[[group(0), binding(5)]] var<uniform> scene:Scene;
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// Vertex shader
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struct VertexOutput {
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[[builtin(position)]] Position:vec4<f32>;
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[[location(0)]] UV:vec2<f32>;
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};
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[[stage(vertex)]] fn vertMain([[builtin(vertex_index)]] VertexIndex:u32) -> VertexOutput {
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var i = i32(VertexIndex);
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var quadIndex = i / NUM_VERTICES_PER_QUAD;
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var cornerPosition = vec2<f32>(
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f32(i % 2),
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f32(((i + 1) % NUM_VERTICES_PER_QUAD / 3))
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);
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var cellPosition = vec2<i32>(
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quadIndex % config.numColumns,
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quadIndex / config.numColumns
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);
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var position = cornerPosition;
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position = position + vec2<f32>(cellPosition);
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position = position / vec2<f32>(
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f32(config.numColumns),
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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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var depth:f32 = 0.0;
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// depth = -0.5
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// + sin(time.seconds * 2.0 + f32(cellPosition.x) / f32(config.numColumns) * 10.0) * 0.2
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// + sin(time.seconds * 2.0 + f32(cellPosition.y) / f32(config.numColumns) * 10.0) * 0.2;
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var pos:vec4<f32> = vec4<f32>(position, depth, 1.0);
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pos.x = pos.x / config.glyphHeightToWidth;
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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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cornerPosition
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);
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}
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// Fragment shader
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[[stage(fragment)]] fn fragMain([[location(0)]] UV:vec2<f32>) -> [[location(0)]] vec4<f32> {
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var color:vec4<f32> = textureSample(msdfTexture, msdfSampler, UV / f32(msdf.glyphTextureColumns));
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// color.b = color.b * (sin(time.seconds * TWO_PI) * 0.5 + 0.5);
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color.b = color.b * f32(time.frames / 60 % 2);
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return color;
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}
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