@@ -11,8 +11,8 @@ struct FragmentUniforms {
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}
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struct VertexOutput {
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- @builtin (position ) Position : vec4 < f32 > ,
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- @location (0 ) fragUV: vec2 < f32 >
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+ @builtin (position ) Position : vec4f ,
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+ @location (0 ) fragUV: vec2f
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}
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// Uniforms from compute shader
@@ -22,13 +22,13 @@ struct VertexOutput {
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@group (1 ) @binding (0 ) var <uniform > fragment_uniforms : FragmentUniforms ;
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@fragment
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- fn frag_main (input : VertexOutput ) -> @location (0 ) vec4 < f32 > {
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- var uv : vec2 < f32 > = vec2 < f32 > (
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+ fn frag_main (input : VertexOutput ) -> @location (0 ) vec4f {
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+ var uv : vec2f = vec2f (
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input . fragUV. x * uniforms . width,
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input . fragUV. y * uniforms . height
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);
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- var pixel : vec2 < u32 > = vec2 < u32 > (
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+ var pixel : vec2u = vec2u (
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u32 (floor (uv . x)),
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u32 (floor (uv . y)),
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);
@@ -41,16 +41,16 @@ fn frag_main(input: VertexOutput) -> @location(0) vec4<f32> {
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if (fragment_uniforms . highlight == 1 ) {
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return select (
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//If element is above halfHeight, highlight green
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- vec4 < f32 >( vec3 < f32 > (0.0 , 1.0 - subtracter , 0.0 ). rgb, 1.0 ),
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+ vec4f ( vec3f (0.0 , 1.0 - subtracter , 0.0 ). rgb, 1.0 ),
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//If element is below halfheight, highlight red
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- vec4 < f32 >( vec3 < f32 > (1.0 - subtracter , 0.0 , 0.0 ). rgb, 1.0 ),
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+ vec4f ( vec3f (1.0 - subtracter , 0.0 , 0.0 ). rgb, 1.0 ),
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elementIndex % uniforms . blockHeight < uniforms . blockHeight / 2
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);
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}
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- var color : vec3 < f32 > = vec3f (
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+ var color : vec3f = vec3f (
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1.0 - subtracter
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);
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- return vec4 < f32 > (color . rgb, 1.0 );
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+ return vec4f (color . rgb, 1.0 );
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}
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