Optimized gradient data packing.
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c15f1b5f65
commit
ea7f2626b1
6 changed files with 143 additions and 157 deletions
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@ -38,6 +38,19 @@ 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 l(c: f32) -> f32 {
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if (c < 0.04045) {
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return c / 12.92;
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} else {
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return pow(((c + 0.055) / 1.055), 2.4);
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};
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}
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fn to_linear(color: u32) -> vec4<f32> {
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let c = unpack4x8unorm(color); //unpacks as a b g r
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return vec4<f32>(l(c.w), l(c.z), l(c.y), c.x);
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}
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struct SolidVertexInput {
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@location(0) v_pos: vec2<f32>,
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@location(1) color: vec4<f32>,
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@ -140,40 +153,28 @@ fn solid_fs_main(
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struct GradientVertexInput {
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@location(0) v_pos: vec2<f32>,
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@location(1) color_1: vec4<f32>,
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@location(2) color_2: vec4<f32>,
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@location(3) color_3: vec4<f32>,
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@location(4) color_4: vec4<f32>,
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@location(5) color_5: vec4<f32>,
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@location(6) color_6: vec4<f32>,
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@location(7) color_7: vec4<f32>,
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@location(8) color_8: vec4<f32>,
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@location(9) offsets_1: vec4<f32>,
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@location(10) offsets_2: vec4<f32>,
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@location(11) direction: vec4<f32>,
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@location(12) position_and_scale: vec4<f32>,
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@location(13) border_color: vec4<f32>,
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@location(14) border_radius: vec4<f32>,
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@location(15) border_width: 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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}
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struct GradientVertexOutput {
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@builtin(position) position: vec4<f32>,
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@location(1) color_1: vec4<f32>,
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@location(2) color_2: vec4<f32>,
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@location(3) color_3: vec4<f32>,
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@location(4) color_4: vec4<f32>,
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@location(5) color_5: vec4<f32>,
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@location(6) color_6: vec4<f32>,
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@location(7) color_7: vec4<f32>,
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@location(8) color_8: vec4<f32>,
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@location(9) offsets_1: vec4<f32>,
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@location(10) offsets_2: vec4<f32>,
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@location(11) direction: vec4<f32>,
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@location(12) position_and_scale: vec4<f32>,
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@location(13) border_color: vec4<f32>,
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@location(14) border_radius: vec4<f32>,
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@location(15) border_width: 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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}
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@vertex
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@ -199,14 +200,8 @@ fn gradient_vs_main(input: GradientVertexInput) -> GradientVertexOutput {
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);
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out.position = globals.transform * transform * vec4<f32>(input.v_pos, 0.0, 1.0);
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out.color_1 = input.color_1;
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out.color_2 = input.color_2;
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out.color_3 = input.color_3;
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out.color_4 = input.color_4;
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out.color_5 = input.color_5;
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out.color_6 = input.color_6;
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out.color_7 = input.color_7;
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out.color_8 = input.color_8;
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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.direction = input.direction * globals.scale;
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@ -274,14 +269,14 @@ 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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input.color_1,
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input.color_2,
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input.color_3,
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input.color_4,
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input.color_5,
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input.color_6,
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input.color_7,
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input.color_8,
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to_linear(input.colors_1.x),
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to_linear(input.colors_1.y),
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to_linear(input.colors_1.z),
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to_linear(input.colors_1.w),
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to_linear(input.colors_2.x),
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to_linear(input.colors_2.y),
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to_linear(input.colors_2.z),
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to_linear(input.colors_2.w),
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);
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var offsets = array<f32, 8>(
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@ -4,6 +4,19 @@ struct Globals {
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@group(0) @binding(0) var<uniform> globals: Globals;
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fn l(c: f32) -> f32 {
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if (c < 0.04045) {
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return c / 12.92;
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} else {
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return pow(((c + 0.055) / 1.055), 2.4);
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};
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}
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fn to_linear(color: u32) -> vec4<f32> {
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let c = unpack4x8unorm(color); //unpacks as a b g r
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return vec4<f32>(l(c.w), l(c.z), l(c.y), c.x);
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}
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struct SolidVertexInput {
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@location(0) position: vec2<f32>,
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@location(1) color: vec4<f32>,
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@ -32,46 +45,28 @@ fn solid_fs_main(input: SolidVertexOutput) -> @location(0) vec4<f32> {
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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) color_1: vec4<f32>,
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@location(2) color_2: vec4<f32>,
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@location(3) color_3: vec4<f32>,
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@location(4) color_4: vec4<f32>,
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@location(5) color_5: vec4<f32>,
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@location(6) color_6: vec4<f32>,
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@location(7) color_7: vec4<f32>,
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@location(8) color_8: vec4<f32>,
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@location(9) offsets_1: vec4<f32>,
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@location(10) offsets_2: vec4<f32>,
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@location(11) direction: 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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}
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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) color_1: vec4<f32>,
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@location(2) color_2: vec4<f32>,
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@location(3) color_3: vec4<f32>,
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@location(4) color_4: vec4<f32>,
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@location(5) color_5: vec4<f32>,
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@location(6) color_6: vec4<f32>,
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@location(7) color_7: vec4<f32>,
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@location(8) color_8: vec4<f32>,
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@location(9) offsets_1: vec4<f32>,
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@location(10) offsets_2: vec4<f32>,
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@location(11) direction: 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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) -> 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.color_1 = color_1;
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output.color_2 = color_2;
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output.color_3 = color_3;
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output.color_4 = color_4;
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output.color_5 = color_5;
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output.color_6 = color_6;
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output.color_7 = color_7;
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output.color_8 = color_8;
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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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@ -135,14 +130,14 @@ 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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input.color_1,
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input.color_2,
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input.color_3,
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input.color_4,
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input.color_5,
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input.color_6,
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input.color_7,
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input.color_8,
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to_linear(input.colors_1.x),
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to_linear(input.colors_1.y),
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to_linear(input.colors_1.z),
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to_linear(input.colors_1.w),
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to_linear(input.colors_2.x),
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to_linear(input.colors_2.y),
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to_linear(input.colors_2.z),
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to_linear(input.colors_2.w),
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);
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var offsets = array<f32, 8>(
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