Added animations to objects and ui elements
parent
1f154c1a58
commit
8dc040cf08
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@ -0,0 +1,26 @@
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// Pick frame of animation from an instance.
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//
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// This function assumes that the uniform header has been loaded,
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// and that `InstanceInput` contains a field `texture_index`
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fn animate(instance: InstanceInput, age: f32) -> u32 {
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let idx = instance.texture_index;
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let len = sprites.data[idx].frame_count;
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let rep = sprites.data[idx].repeatmode;
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let fps = sprites.data[idx].fps;
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var frame: u32 = u32(0);
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if rep == u32(1) { // Repeat
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let x = age / fps;
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let m = f32(len);
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// x fmod m
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frame = u32(x - floor(x / m) * m);
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} else { // Once
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frame = u32(min(
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(age / fps),
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f32(len) - 1.0
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));
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}
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return frame + sprites.data[idx].first_frame;
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}
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@ -26,39 +26,12 @@ var texture_array: binding_array<texture_2d<f32>>;
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var sampler_array: binding_array<sampler>;
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fn fmod(x: f32, m: f32) -> f32 {
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return x - floor(x / m) * m;
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}
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// INCLUDE: animate.wgsl
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// Returns texture index
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// TODO: random age
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// TODO: preprocessor include function
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// TODO: packed location config, better error
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// TODO: configure packed asset location, better error
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// TODO: bounce animations
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// TODO: animation randomness?
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fn animate(instance: InstanceInput) -> u32 {
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// Age doesn't make sense here, so arbitrarily pick zero.
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let age = global.current_time.x;
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let len = sprites.data[instance.texture_index].frame_count;
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let rep = sprites.data[instance.texture_index].repeatmode;
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let fps = sprites.data[instance.texture_index].fps;
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var frame: u32 = u32(0);
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if rep == u32(1) {
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// Repeat
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frame = u32(fmod(
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(age / fps),
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f32(len)
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));
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} else {
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// Once
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frame = u32(min(
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(age / fps),
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f32(len) - 1.0
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));
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}
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return frame + sprites.data[instance.texture_index].first_frame;
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}
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@vertex
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fn vertex_main(
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@ -76,7 +49,7 @@ fn vertex_main(
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var out: VertexOutput;
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out.position = transform * vec4<f32>(vertex.position, 1.0);
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let t = atlas.data[animate(instance)];
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let t = atlas.data[animate(instance, global.current_time.x)];
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out.texture_index = u32(0);
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out.texture_coords = vec2(t.xpos, t.ypos);
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if vertex.texture_coords.x == 1.0 {
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@ -29,33 +29,7 @@ var texture_array: binding_array<texture_2d<f32>>;
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var sampler_array: binding_array<sampler>;
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// Returns texture index
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fn animate(instance: InstanceInput) -> u32 {
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let age = global.current_time.x - instance.created;
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let len = sprites.data[instance.texture_index].frame_count;
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let rep = sprites.data[instance.texture_index].repeatmode;
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let fps = sprites.data[instance.texture_index].fps;
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var frame: u32 = u32(0);
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if rep == u32(1) {
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// Repeat
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frame = u32(fmod(
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(age / fps),
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f32(len)
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));
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} else {
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// Once
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frame = u32(min(
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(age / fps),
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f32(len) - 1.0
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));
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}
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return frame + sprites.data[instance.texture_index].first_frame;
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}
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fn fmod(x: f32, m: f32) -> f32 {
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return x - floor(x / m) * m;
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}
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// INCLUDE: animate.wgsl
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@vertex
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fn vertex_main(
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@ -66,51 +40,25 @@ fn vertex_main(
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var out: VertexOutput;
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out.texture_coords = vertex.texture_coords;
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// Skip expired particles
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if instance.expires < global.current_time.x {
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out.texture_index = u32(0);
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// Draw off screen
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out.position = vec4<f32>(2.0, 2.0, 0.0, 1.0);
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return out;
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}
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let age = global.current_time.x - instance.created;
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let len = sprites.data[instance.texture_index].frame_count;
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let rep = sprites.data[instance.texture_index].repeatmode;
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let fps = sprites.data[instance.texture_index].fps;
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var frame: u32 = u32(0);
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if rep == u32(1) {
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// Repeat
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frame = u32(fmod(
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(age / fps),
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f32(len)
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));
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} else {
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// Once
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frame = u32(min(
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(age / fps),
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f32(len) - 1.0
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));
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}
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let t = atlas.data[animate(instance)];
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out.texture_index = u32(0);
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out.texture_coords = vec2(t.xpos, t.ypos);
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if vertex.texture_coords.x == 1.0 {
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out.texture_coords = vec2(out.texture_coords.x + t.width, out.texture_coords.y);
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}
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if vertex.texture_coords.y == 1.0 {
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out.texture_coords = vec2(out.texture_coords.x, out.texture_coords.y + t.height);
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}
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// Apply transformations
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let rotation = mat2x2(instance.rotation_0, instance.rotation_1);
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var scale: f32 = instance.size / global.camera_zoom.x;
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var pos: vec2<f32> = vec2(vertex.position.x, vertex.position.y);
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pos = pos * vec2<f32>(
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sprites.data[instance.texture_index].aspect * scale / global.window_aspect.x,
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scale
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);
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pos = rotation * pos;
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var ipos: vec2<f32> = (
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@ -125,6 +73,19 @@ fn vertex_main(
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);
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out.position = vec4<f32>(pos, 0.0, 1.0);
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// Compute texture coordinates
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let t = atlas.data[animate(instance, age)];
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out.texture_index = u32(0);
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out.texture_coords = vec2(t.xpos, t.ypos);
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if vertex.texture_coords.x == 1.0 {
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out.texture_coords = vec2(out.texture_coords.x + t.width, out.texture_coords.y);
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}
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if vertex.texture_coords.y == 1.0 {
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out.texture_coords = vec2(out.texture_coords.x, out.texture_coords.y + t.height);
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}
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return out;
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}
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@ -25,7 +25,6 @@ var sampler_array: binding_array<sampler>;
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fn fmod(x: vec2<f32>, m: f32) -> vec2<f32> {
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return x - floor(x / m) * m;
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}
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@ -108,6 +107,8 @@ fn vertex_main(
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out.position = vec4<f32>(pos, 0.0, 1.0) * instance.position.z;
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// Starfield sprites may not be animated
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let i = sprites.data[global.starfield_sprite.x].first_frame;
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let t = atlas.data[i];
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out.texture_index = u32(0);
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@ -27,6 +27,7 @@ var texture_array: binding_array<texture_2d<f32>>;
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var sampler_array: binding_array<sampler>;
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// INCLUDE: animate.wgsl
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@vertex
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@ -46,8 +47,8 @@ fn vertex_main(
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out.position = transform * vec4<f32>(vertex.position, 1.0);
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out.color_transform = instance.color_transform;
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let i = sprites.data[instance.texture_index].first_frame;
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let t = atlas.data[i];
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// Pick texture frame
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let t = atlas.data[animate(instance, global.current_time.x)];
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out.texture_index = u32(0);
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out.texture_coords = vec2(t.xpos, t.ypos);
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if vertex.texture_coords.x == 1.0 {
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@ -60,17 +60,29 @@ struct VertexBuffers {
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particle: Rc<VertexBuffer>,
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}
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/// Preprocess shader files
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/// Basic wgsl preprocesser
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fn preprocess_shader(
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shader: &str,
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global_uniform: &GlobalUniform,
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global_uniform_group: u32,
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) -> String {
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// Insert common headers
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shader.replace(
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// Insert dynamically-generated global definitions
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let shader = shader.replace(
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"// INCLUDE: global uniform header",
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&global_uniform.shader_header(global_uniform_group),
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)
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);
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// Insert common functions
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let shader = shader.replace(
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"// INCLUDE: animate.wgsl",
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&include_str!(concat!(
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env!("CARGO_MANIFEST_DIR"),
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"/shaders/include/",
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"animate.wgsl"
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)),
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);
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return shader;
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}
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impl GPUState {
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