put tex_pos in color
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@ -13,11 +13,13 @@ use texture::{Texture, TEXTURE_DIMENSIONS};
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#[derive(Clone, Copy, Zeroable, Pod, Debug)]
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pub struct Vertex {
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pub pos: [f32; 2],
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/// Rgba color by default but if texture flag is not set.
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/// Else the first 2 f32 are texture coordinates and the 2 last are not important
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pub color: [f32; 4],
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pub tex_pos: [f32; 2],
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/// Each bit is used as a flag :
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/// 1: Scaled and moved according to camera
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/// 2: Grayscale
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/// 4: Texture instead of color
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///
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/// For exemple 0b01 corresponds to Scaled and 0b11 to Scaled and Grayscale
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pub effect: u32,
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@ -26,23 +28,20 @@ impl Vertex {
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const DESC: VertexBufferLayout<'static> = VertexBufferLayout {
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array_stride: std::mem::size_of::<Vertex>() as wgpu::BufferAddress,
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step_mode: wgpu::VertexStepMode::Vertex,
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attributes: &wgpu::vertex_attr_array![0 => Float32x2, 1 => Float32x4, 2 => Float32x2, 3 => Uint32],
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attributes: &wgpu::vertex_attr_array![0 => Float32x2, 1 => Float32x4, 2 => Uint32],
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};
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pub fn new_col(pos: [f32; 2], color: [f32; 4], effect: u32) -> Self {
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Self {
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pos,
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color,
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tex_pos: [0.; 2],
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effect
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}
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}
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pub fn new_tex(pos: [f32; 2], tex_pos: [u16; 2], effect: u32) -> Self {
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Self {
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pos,
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color: [0.; 4],
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tex_pos: [tex_pos[0] as f32/TEXTURE_DIMENSIONS[0] as f32, tex_pos[1] as f32/TEXTURE_DIMENSIONS[1] as f32],
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effect
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color: [tex_pos[0] as f32/TEXTURE_DIMENSIONS[0] as f32, tex_pos[1] as f32/TEXTURE_DIMENSIONS[1] as f32, 0., 0.],
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effect: effect | 0b100
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}
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}
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}
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@ -5,9 +5,8 @@ struct Uniforms {
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@group(0) @binding(0) var<uniform> uniforms : Uniforms;
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struct VertexOutput {
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@location(0) tex_pos: vec2f,
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@location(1) color: vec4f,
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@location(2) effect: u32,
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@location(0) color: vec4f,
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@location(1) effect: u32,
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@builtin(position) pos: vec4f
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}
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@ -15,8 +14,7 @@ struct VertexOutput {
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fn vs_main(
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@location(0) pos: vec2f,
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@location(1) color: vec4f,
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@location(2) tex_pos: vec2f,
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@location(3) effect: u32
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@location(2) effect: u32
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) -> VertexOutput {
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var screen_pos: vec4f;
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if (effect & 1) == 0 {
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@ -25,7 +23,6 @@ fn vs_main(
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screen_pos = vec4f((pos - uniforms.camera) * uniforms.zooms, 0, 1);
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}
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var out = VertexOutput(
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tex_pos,
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color,
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effect,
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screen_pos
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@ -40,8 +37,12 @@ var s_diffuse: sampler;
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@fragment
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fn fs_main(in: VertexOutput) -> @location(0) vec4f {
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var tex_col = textureSample(t_diffuse, s_diffuse, in.tex_pos);
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var color = vec4f((tex_col.rgb * tex_col.a) + (in.color.rgb * in.color.a), tex_col.a + in.color.a);
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var color: vec4f;
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if (in.effect & 4) == 0 {
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color = in.color;
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} else {
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color = textureSample(t_diffuse, s_diffuse, in.color.xy);
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}
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// Grayscale
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if (in.effect & 2) != 0 {
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var v = (color.r*0.299) + (color.g*0.587) + (color.b*0.114);
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