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Renaming msdfSampler to linearSampler; adding loadShaderModule utility method; busting the rain render out of its render bundle (which won't be useful long-term).
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@@ -60,7 +60,7 @@
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// Render bindings
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[[group(0), binding(2)]] var<uniform> scene : Scene;
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[[group(0), binding(3)]] var msdfSampler : sampler;
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[[group(0), binding(3)]] var linearSampler : sampler;
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[[group(0), binding(4)]] var msdfTexture : texture_2d<f32>;
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[[group(0), binding(5)]] var<storage, read> cells_RO : CellData;
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@@ -416,7 +416,7 @@ fn getSymbolUV(glyphCycle : f32) -> vec2<f32> {
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var msdfUV = (glyphUV + symbolUV) / f32(config.glyphTextureColumns);
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// MSDF : calculate brightness of fragment based on distance to shape
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var dist = textureSample(msdfTexture, msdfSampler, msdfUV).rgb;
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var dist = textureSample(msdfTexture, linearSampler, msdfUV).rgb;
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var sigDist = median3(dist) - 0.5;
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var alpha = clamp(sigDist / fwidth(sigDist) + 0.5, 0.0, 1.0);
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