Fix shader warning and tidy up code.
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5c5c4dc5d9
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19d193584a
@ -5,11 +5,11 @@
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@group(1) @binding(0)
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@group(1) @binding(0)
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var<uniform> mesh: Mesh;
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var<uniform> mesh: Mesh;
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fn model_origin_z() -> f32 {
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fn model_origin_z(model: mat4x4<f32>, view_proj: mat4x4<f32>) -> f32 {
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var origin = mesh.model[3];
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var origin = model[3];
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var proj_zw = mat4x2<f32>(
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var proj_zw = mat4x2<f32>(
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view.view_proj[0].zw, view.view_proj[1].zw,
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view_proj[0].zw, view_proj[1].zw,
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view.view_proj[2].zw, view.view_proj[3].zw);
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view_proj[2].zw, view_proj[3].zw);
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var zw = proj_zw * origin;
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var zw = proj_zw * origin;
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return zw.x / zw.y;
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return zw.x / zw.y;
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}
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}
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@ -5,10 +5,6 @@ struct VertexInput {
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@location(1) normal: vec3<f32>,
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@location(1) normal: vec3<f32>,
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};
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};
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struct VertexOutput {
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@builtin(position) clip_position: vec4<f32>,
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};
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struct OutlineViewUniform {
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struct OutlineViewUniform {
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scale: vec2<f32>,
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scale: vec2<f32>,
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};
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};
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@ -37,13 +33,12 @@ fn mat4to3(m: mat4x4<f32>) -> mat3x3<f32> {
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}
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}
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@vertex
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@vertex
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fn vertex(vertex: VertexInput) -> VertexOutput {
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fn vertex(vertex: VertexInput) -> @builtin(position) vec4<f32> {
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var out: VertexOutput;
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var clip_pos = view.view_proj * (mesh.model * vec4<f32>(vertex.position, 1.0));
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var clip_pos = view.view_proj * (mesh.model * vec4<f32>(vertex.position, 1.0));
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var clip_norm = mat4to3(view.view_proj) * (mat4to3(mesh.model) * vertex.normal);
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var clip_norm = mat4to3(view.view_proj) * (mat4to3(mesh.model) * vertex.normal);
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var clip_delta = vec2<f32>(vstage.width * normalize(clip_norm.xy) * clip_pos.w * view_uniform.scale);
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var ndc_pos = clip_pos.xy / clip_pos.w;
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out.clip_position = vec4<f32>((clip_pos.xy + clip_delta) / clip_pos.w, model_origin_z(), 1.0);
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var ndc_delta = vstage.width * normalize(clip_norm.xy) * view_uniform.scale;
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return out;
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return vec4<f32>(ndc_pos + ndc_delta, model_origin_z(mesh.model, view.view_proj), 1.0);
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}
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}
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@fragment
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@fragment
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@ -4,16 +4,11 @@ struct VertexInput {
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@location(0) position: vec3<f32>,
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@location(0) position: vec3<f32>,
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};
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};
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struct VertexOutput {
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@builtin(position) clip_position: vec4<f32>,
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};
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@vertex
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@vertex
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fn vertex(vertex: VertexInput) -> VertexOutput {
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fn vertex(vertex: VertexInput) -> @builtin(position) vec4<f32> {
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var out: VertexOutput;
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var clip_pos = view.view_proj * (mesh.model * vec4<f32>(vertex.position, 1.0));
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var clip_pos = view.view_proj * (mesh.model * vec4<f32>(vertex.position, 1.0));
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out.clip_position = vec4<f32>(clip_pos.xy / clip_pos.w, model_origin_z(), 1.0);
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var ndc_pos = clip_pos.xy / clip_pos.w;
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return out;
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return vec4<f32>(ndc_pos, model_origin_z(mesh.model, view.view_proj), 1.0);
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}
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}
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@fragment
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@fragment
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