Switched to packing using f16s to maintain acceptable precision.
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parent
9554c78f3a
commit
677f564f08
7 changed files with 160 additions and 148 deletions
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@ -96,24 +96,26 @@ impl Pipeline {
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as u64,
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step_mode: wgpu::VertexStepMode::Instance,
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attributes: &wgpu::vertex_attr_array!(
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// Colors 1-4
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// Colors 1-2
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1 => Uint32x4,
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// Colors 5-8
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// Colors 3-4
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2 => Uint32x4,
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// Offsets 1-4
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3 => Float32x4,
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// Offsets 5-8
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4 => Float32x4,
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// Colors 5-6
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3 => Uint32x4,
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// Colors 7-8
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4 => Uint32x4,
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// Offsets 1-8
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5 => Uint32x4,
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// Direction
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5 => Float32x4,
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// Position & Scale
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6 => Float32x4,
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// Border color
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// Position & Scale
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7 => Float32x4,
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// Border radius
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// Border color
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8 => Float32x4,
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// Border radius
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9 => Float32x4,
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// Border width
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9 => Float32
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10 => Float32
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),
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},
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],
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@ -38,10 +38,11 @@ fn select_border_radius(radi: vec4<f32>, position: vec2<f32>, center: vec2<f32>)
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return rx;
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}
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fn unpack_u32(color: u32) -> vec4<f32> {
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let u = unpack4x8unorm(color);
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fn unpack_u32(color: vec2<u32>) -> vec4<f32> {
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let rg: vec2<f32> = unpack2x16float(color.x);
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let ba: vec2<f32> = unpack2x16float(color.y);
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return vec4<f32>(u.w, u.z, u.y, u.x);
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return vec4<f32>(rg.y, rg.x, ba.y, ba.x);
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}
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struct SolidVertexInput {
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@ -148,26 +149,28 @@ struct GradientVertexInput {
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@location(0) v_pos: vec2<f32>,
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@location(1) colors_1: vec4<u32>,
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@location(2) colors_2: vec4<u32>,
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@location(3) offsets_1: vec4<f32>,
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@location(4) offsets_2: vec4<f32>,
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@location(5) direction: vec4<f32>,
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@location(6) position_and_scale: vec4<f32>,
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@location(7) border_color: vec4<f32>,
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@location(8) border_radius: vec4<f32>,
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@location(9) border_width: f32,
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@location(3) colors_3: vec4<u32>,
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@location(4) colors_4: vec4<u32>,
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@location(5) offsets: vec4<u32>,
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@location(6) direction: vec4<f32>,
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@location(7) position_and_scale: vec4<f32>,
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@location(8) border_color: vec4<f32>,
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@location(9) border_radius: vec4<f32>,
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@location(10) border_width: f32,
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}
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struct GradientVertexOutput {
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@builtin(position) position: vec4<f32>,
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@location(1) colors_1: vec4<u32>,
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@location(2) colors_2: vec4<u32>,
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@location(3) offsets_1: vec4<f32>,
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@location(4) offsets_2: vec4<f32>,
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@location(5) direction: vec4<f32>,
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@location(6) position_and_scale: vec4<f32>,
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@location(7) border_color: vec4<f32>,
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@location(8) border_radius: vec4<f32>,
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@location(9) border_width: f32,
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@location(3) colors_3: vec4<u32>,
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@location(4) colors_4: vec4<u32>,
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@location(5) offsets: vec4<u32>,
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@location(6) direction: vec4<f32>,
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@location(7) position_and_scale: vec4<f32>,
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@location(8) border_color: vec4<f32>,
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@location(9) border_radius: vec4<f32>,
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@location(10) border_width: f32,
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}
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@vertex
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@ -195,8 +198,9 @@ fn gradient_vs_main(input: GradientVertexInput) -> GradientVertexOutput {
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out.position = globals.transform * transform * vec4<f32>(input.v_pos, 0.0, 1.0);
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out.colors_1 = input.colors_1;
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out.colors_2 = input.colors_2;
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out.offsets_1 = input.offsets_1;
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out.offsets_2 = input.offsets_2;
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out.colors_3 = input.colors_3;
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out.colors_4 = input.colors_4;
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out.offsets = input.offsets;
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out.direction = input.direction * globals.scale;
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out.position_and_scale = vec4<f32>(pos, scale);
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out.border_color = input.border_color;
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@ -262,25 +266,28 @@ fn gradient(
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@fragment
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fn gradient_fs_main(input: GradientVertexOutput) -> @location(0) vec4<f32> {
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let colors = array<vec4<f32>, 8>(
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unpack_u32(input.colors_1.x),
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unpack_u32(input.colors_1.y),
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unpack_u32(input.colors_1.z),
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unpack_u32(input.colors_1.w),
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unpack_u32(input.colors_2.x),
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unpack_u32(input.colors_2.y),
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unpack_u32(input.colors_2.z),
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unpack_u32(input.colors_2.w),
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unpack_u32(input.colors_1.xy),
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unpack_u32(input.colors_1.zw),
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unpack_u32(input.colors_2.xy),
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unpack_u32(input.colors_2.zw),
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unpack_u32(input.colors_3.xy),
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unpack_u32(input.colors_3.zw),
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unpack_u32(input.colors_4.xy),
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unpack_u32(input.colors_4.zw),
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);
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let offsets_1: vec4<f32> = unpack_u32(input.offsets.xy);
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let offsets_2: vec4<f32> = unpack_u32(input.offsets.zw);
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var offsets = array<f32, 8>(
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input.offsets_1.x,
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input.offsets_1.y,
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input.offsets_1.z,
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input.offsets_1.w,
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input.offsets_2.x,
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input.offsets_2.y,
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input.offsets_2.z,
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input.offsets_2.w,
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offsets_1.x,
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offsets_1.y,
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offsets_1.z,
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offsets_1.w,
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offsets_2.x,
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offsets_2.y,
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offsets_2.z,
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offsets_2.w,
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);
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//TODO could just pass this in to the shader but is probably more performant to just check it here
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@ -4,10 +4,11 @@ struct Globals {
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@group(0) @binding(0) var<uniform> globals: Globals;
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fn unpack_u32(color: u32) -> vec4<f32> {
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let u = unpack4x8unorm(color);
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fn unpack_u32(color: vec2<u32>) -> vec4<f32> {
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let rg: vec2<f32> = unpack2x16float(color.x);
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let ba: vec2<f32> = unpack2x16float(color.y);
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return vec4<f32>(u.w, u.z, u.y, u.x);
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return vec4<f32>(rg.y, rg.x, ba.y, ba.x);
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}
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struct SolidVertexInput {
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@ -35,34 +36,39 @@ fn solid_fs_main(input: SolidVertexOutput) -> @location(0) vec4<f32> {
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return input.color;
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}
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struct GradientVertexInput {
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@location(0) v_pos: vec2<f32>,
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@location(1) colors_1: vec4<u32>,
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@location(2) colors_2: vec4<u32>,
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@location(3) colors_3: vec4<u32>,
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@location(4) colors_4: vec4<u32>,
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@location(5) offsets: vec4<u32>,
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@location(6) direction: vec4<f32>,
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}
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struct GradientVertexOutput {
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@builtin(position) position: vec4<f32>,
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@location(0) raw_position: vec2<f32>,
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@location(1) colors_1: vec4<u32>,
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@location(2) colors_2: vec4<u32>,
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@location(3) offsets_1: vec4<f32>,
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@location(4) offsets_2: vec4<f32>,
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@location(5) direction: vec4<f32>,
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@location(3) colors_3: vec4<u32>,
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@location(4) colors_4: vec4<u32>,
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@location(5) offsets: vec4<u32>,
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@location(6) direction: vec4<f32>,
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}
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@vertex
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fn gradient_vs_main(
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@location(0) input: vec2<f32>,
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@location(1) colors_1: vec4<u32>,
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@location(2) colors_2: vec4<u32>,
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@location(3) offsets_1: vec4<f32>,
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@location(4) offsets_2: vec4<f32>,
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@location(5) direction: vec4<f32>,
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) -> GradientVertexOutput {
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fn gradient_vs_main(input: GradientVertexInput) -> GradientVertexOutput {
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var output: GradientVertexOutput;
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output.position = globals.transform * vec4<f32>(input.xy, 0.0, 1.0);
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output.raw_position = input;
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output.colors_1 = colors_1;
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output.colors_2 = colors_2;
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output.offsets_1 = offsets_1;
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output.offsets_2 = offsets_2;
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output.direction = direction;
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output.position = globals.transform * vec4<f32>(input.v_pos, 0.0, 1.0);
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output.raw_position = input.v_pos;
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output.colors_1 = input.colors_1;
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output.colors_2 = input.colors_2;
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output.colors_3 = input.colors_3;
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output.colors_4 = input.colors_4;
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output.offsets = input.offsets;
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output.direction = input.direction;
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return output;
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}
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@ -123,25 +129,28 @@ fn gradient(
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@fragment
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fn gradient_fs_main(input: GradientVertexOutput) -> @location(0) vec4<f32> {
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let colors = array<vec4<f32>, 8>(
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unpack_u32(input.colors_1.x),
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unpack_u32(input.colors_1.y),
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unpack_u32(input.colors_1.z),
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unpack_u32(input.colors_1.w),
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unpack_u32(input.colors_2.x),
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unpack_u32(input.colors_2.y),
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unpack_u32(input.colors_2.z),
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unpack_u32(input.colors_2.w),
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unpack_u32(input.colors_1.xy),
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unpack_u32(input.colors_1.zw),
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unpack_u32(input.colors_2.xy),
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unpack_u32(input.colors_2.zw),
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unpack_u32(input.colors_3.xy),
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unpack_u32(input.colors_3.zw),
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unpack_u32(input.colors_4.xy),
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unpack_u32(input.colors_4.zw),
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);
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let offsets_1: vec4<f32> = unpack_u32(input.offsets.xy);
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let offsets_2: vec4<f32> = unpack_u32(input.offsets.zw);
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var offsets = array<f32, 8>(
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input.offsets_1.x,
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input.offsets_1.y,
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input.offsets_1.z,
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input.offsets_1.w,
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input.offsets_2.x,
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input.offsets_2.y,
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input.offsets_2.z,
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input.offsets_2.w,
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offsets_1.x,
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offsets_1.y,
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offsets_1.z,
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offsets_1.w,
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offsets_2.x,
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offsets_2.y,
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offsets_2.z,
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offsets_2.w,
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);
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var last_index = 7;
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@ -652,16 +652,18 @@ mod gradient {
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attributes: &wgpu::vertex_attr_array!(
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// Position
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0 => Float32x2,
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// Colors 1-4
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// Colors 1-2
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1 => Uint32x4,
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// Colors 5-8,
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// Colors 3-4
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2 => Uint32x4,
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// Offsets 1-4
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3 => Float32x4,
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// Offsets 5-8
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4 => Float32x4,
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// Colors 5-6
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3 => Uint32x4,
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// Colors 7-8
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4 => Uint32x4,
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// Offsets
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5 => Uint32x4,
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// Direction
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5 => Float32x4
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6 => Float32x4
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),
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}],
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},
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