feat(editor): add ViewportRenderer blit pipeline and shader
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -17,3 +17,6 @@ pub use orbit_camera::OrbitCamera;
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pub mod viewport_texture;
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pub mod viewport_texture;
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pub use viewport_texture::{ViewportTexture, VIEWPORT_COLOR_FORMAT, VIEWPORT_DEPTH_FORMAT};
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pub use viewport_texture::{ViewportTexture, VIEWPORT_COLOR_FORMAT, VIEWPORT_DEPTH_FORMAT};
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pub mod viewport_renderer;
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pub use viewport_renderer::ViewportRenderer;
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182
crates/voltex_editor/src/viewport_renderer.rs
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182
crates/voltex_editor/src/viewport_renderer.rs
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@@ -0,0 +1,182 @@
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use bytemuck::{Pod, Zeroable};
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#[repr(C)]
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#[derive(Copy, Clone, Pod, Zeroable)]
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struct RectUniform {
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rect: [f32; 4],
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screen: [f32; 2],
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_pad: [f32; 2],
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}
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pub struct ViewportRenderer {
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pipeline: wgpu::RenderPipeline,
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bind_group_layout: wgpu::BindGroupLayout,
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sampler: wgpu::Sampler,
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uniform_buffer: wgpu::Buffer,
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}
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impl ViewportRenderer {
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pub fn new(device: &wgpu::Device, surface_format: wgpu::TextureFormat) -> Self {
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let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("Viewport Blit Shader"),
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source: wgpu::ShaderSource::Wgsl(include_str!("viewport_shader.wgsl").into()),
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});
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let bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("Viewport Blit BGL"),
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entries: &[
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::VERTEX,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: None,
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},
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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multisampled: false,
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view_dimension: wgpu::TextureViewDimension::D2,
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sample_type: wgpu::TextureSampleType::Float { filterable: true },
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},
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 2,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
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count: None,
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},
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],
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});
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("Viewport Blit PL"),
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bind_group_layouts: &[&bind_group_layout],
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immediate_size: 0,
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});
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let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Viewport Blit Pipeline"),
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layout: Some(&pipeline_layout),
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: Some("vs_main"),
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buffers: &[],
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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},
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: Some("fs_main"),
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targets: &[Some(wgpu::ColorTargetState {
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format: surface_format,
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blend: Some(wgpu::BlendState::REPLACE),
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write_mask: wgpu::ColorWrites::ALL,
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})],
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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}),
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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..Default::default()
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},
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depth_stencil: None,
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multisample: wgpu::MultisampleState::default(),
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multiview_mask: None,
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cache: None,
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});
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let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
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label: Some("Viewport Sampler"),
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mag_filter: wgpu::FilterMode::Linear,
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min_filter: wgpu::FilterMode::Linear,
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..Default::default()
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});
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let uniform_buffer = device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("Viewport Rect Uniform"),
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size: std::mem::size_of::<RectUniform>() as u64,
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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mapped_at_creation: false,
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});
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ViewportRenderer {
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pipeline,
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bind_group_layout,
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sampler,
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uniform_buffer,
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}
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}
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pub fn render(
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&self,
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device: &wgpu::Device,
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queue: &wgpu::Queue,
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encoder: &mut wgpu::CommandEncoder,
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target_view: &wgpu::TextureView,
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viewport_color_view: &wgpu::TextureView,
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screen_w: f32,
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screen_h: f32,
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rect_x: f32,
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rect_y: f32,
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rect_w: f32,
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rect_h: f32,
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) {
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let uniform = RectUniform {
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rect: [rect_x, rect_y, rect_w, rect_h],
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screen: [screen_w, screen_h],
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_pad: [0.0; 2],
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};
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queue.write_buffer(&self.uniform_buffer, 0, bytemuck::cast_slice(&[uniform]));
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("Viewport Blit BG"),
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layout: &self.bind_group_layout,
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: self.uniform_buffer.as_entire_binding(),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::TextureView(viewport_color_view),
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},
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wgpu::BindGroupEntry {
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binding: 2,
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resource: wgpu::BindingResource::Sampler(&self.sampler),
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},
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],
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});
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let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("Viewport Blit Pass"),
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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view: target_view,
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resolve_target: None,
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depth_slice: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Load,
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store: wgpu::StoreOp::Store,
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},
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})],
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depth_stencil_attachment: None,
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occlusion_query_set: None,
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timestamp_writes: None,
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multiview_mask: None,
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});
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rpass.set_scissor_rect(
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rect_x.max(0.0) as u32,
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rect_y.max(0.0) as u32,
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rect_w.ceil().max(1.0) as u32,
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rect_h.ceil().max(1.0) as u32,
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);
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rpass.set_pipeline(&self.pipeline);
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rpass.set_bind_group(0, &bind_group, &[]);
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rpass.draw(0..6, 0..1);
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}
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}
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42
crates/voltex_editor/src/viewport_shader.wgsl
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42
crates/voltex_editor/src/viewport_shader.wgsl
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@@ -0,0 +1,42 @@
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struct RectUniform {
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rect: vec4<f32>,
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screen: vec2<f32>,
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_pad: vec2<f32>,
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};
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@group(0) @binding(0) var<uniform> u: RectUniform;
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@group(0) @binding(1) var t_viewport: texture_2d<f32>;
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@group(0) @binding(2) var s_viewport: sampler;
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struct VertexOutput {
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@builtin(position) position: vec4<f32>,
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@location(0) uv: vec2<f32>,
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};
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@vertex
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fn vs_main(@builtin(vertex_index) idx: u32) -> VertexOutput {
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var positions = array<vec2<f32>, 6>(
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vec2<f32>(0.0, 0.0),
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vec2<f32>(1.0, 0.0),
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vec2<f32>(1.0, 1.0),
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vec2<f32>(0.0, 0.0),
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vec2<f32>(1.0, 1.0),
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vec2<f32>(0.0, 1.0),
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);
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let p = positions[idx];
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let px = u.rect.x + p.x * u.rect.z;
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let py = u.rect.y + p.y * u.rect.w;
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let ndc_x = (px / u.screen.x) * 2.0 - 1.0;
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let ndc_y = 1.0 - (py / u.screen.y) * 2.0;
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var out: VertexOutput;
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out.position = vec4<f32>(ndc_x, ndc_y, 0.0, 1.0);
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out.uv = p;
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return out;
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}
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@fragment
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fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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return textureSample(t_viewport, s_viewport, in.uv);
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}
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