Use snake case in the shader
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@ -14,7 +14,7 @@ struct TileData {
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visible: bool,
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visible: bool,
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}
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}
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fn getTileData(coord: vec2<u32>) -> TileData {
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fn get_tile_data(coord: vec2<u32>) -> TileData {
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let data = textureLoad(tile_data, coord, 0);
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let data = textureLoad(tile_data, coord, 0);
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let tileset_index = data.r;
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let tileset_index = data.r;
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@ -37,7 +37,7 @@ fn fragment(in: VertexOutput) -> @location(0) vec4<f32> {
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let tile_uv = in.uv * vec2<f32>(chunk_size);
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let tile_uv = in.uv * vec2<f32>(chunk_size);
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let tile_coord = clamp(vec2<u32>(floor(tile_uv)), vec2<u32>(0), chunk_size - 1);
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let tile_coord = clamp(vec2<u32>(floor(tile_uv)), vec2<u32>(0), chunk_size - 1);
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let tile = getTileData(tile_coord);
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let tile = get_tile_data(tile_coord);
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if (tile.tileset_index == 0xffffu || !tile.visible) {
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if (tile.tileset_index == 0xffffu || !tile.visible) {
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discard;
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discard;
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