rename basic shader to character
add character shadow make animation play twice as fast when sprinting
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@@ -0,0 +1,88 @@
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struct _MatrixStorage_float4x4_ColMajorstd140_0
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{
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@align(16) data_0 : array<vec4<f32>, i32(4)>,
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};
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@binding(0) @group(1) var<uniform> view_projection_matrix_0 : _MatrixStorage_float4x4_ColMajorstd140_0;
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@binding(0) @group(2) var texture1_texture_0 : texture_2d<f32>;
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@binding(1) @group(2) var texture1_sampler_0 : sampler;
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@binding(0) @group(3) var<uniform> tint_0 : vec3<f32>;
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struct VertexShaderOutput_0
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{
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@builtin(position) pos_0 : vec4<f32>,
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@location(0) uv_0 : vec2<f32>,
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};
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struct vertexInput_0
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{
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@location(0) pos_1 : vec3<f32>,
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@location(1) uv_1 : vec2<f32>,
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@location(2) world_pos_0 : vec2<f32>,
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};
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struct VertexShaderInput_0
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{
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vertex_index_0 : u32,
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pos_2 : vec3<f32>,
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uv_2 : vec2<f32>,
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world_pos_1 : vec2<f32>,
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};
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@vertex
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fn main_vertex( _S1 : vertexInput_0, @builtin(vertex_index) vertex_index_1 : u32) -> VertexShaderOutput_0
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{
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var _S2 : VertexShaderInput_0;
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_S2.vertex_index_0 = vertex_index_1;
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_S2.pos_2 = _S1.pos_1;
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_S2.uv_2 = _S1.uv_1;
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_S2.world_pos_1 = _S1.world_pos_0;
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var _S3 : vec2<f32> = _S2.pos_2.xy * vec2<f32>(0.5f);
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_S2.pos_2.x = _S3.x;
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_S2.pos_2.y = _S3.y;
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var output_0 : VertexShaderOutput_0;
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output_0.pos_0 = (((mat4x4<f32>(view_projection_matrix_0.data_0[i32(0)][i32(0)], view_projection_matrix_0.data_0[i32(1)][i32(0)], view_projection_matrix_0.data_0[i32(2)][i32(0)], view_projection_matrix_0.data_0[i32(3)][i32(0)], view_projection_matrix_0.data_0[i32(0)][i32(1)], view_projection_matrix_0.data_0[i32(1)][i32(1)], view_projection_matrix_0.data_0[i32(2)][i32(1)], view_projection_matrix_0.data_0[i32(3)][i32(1)], view_projection_matrix_0.data_0[i32(0)][i32(2)], view_projection_matrix_0.data_0[i32(1)][i32(2)], view_projection_matrix_0.data_0[i32(2)][i32(2)], view_projection_matrix_0.data_0[i32(3)][i32(2)], view_projection_matrix_0.data_0[i32(0)][i32(3)], view_projection_matrix_0.data_0[i32(1)][i32(3)], view_projection_matrix_0.data_0[i32(2)][i32(3)], view_projection_matrix_0.data_0[i32(3)][i32(3)])) * (vec4<f32>(_S2.world_pos_1 + _S2.pos_2.xy, 0.0f, 1.0f))));
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output_0.uv_0 = _S2.uv_2;
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return output_0;
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}
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fn GetDimensions_0( texture_texture_0 : texture_2d<f32>, texture_sampler_0 : sampler, width_0 : ptr<function, f32>, height_0 : ptr<function, f32>)
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{
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{var dim = textureDimensions((texture_texture_0));(((*width_0))) = f32(dim.x);(((*height_0))) = f32(dim.y);};
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return;
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}
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fn pixel_art_sample_0( input_texture_texture_0 : texture_2d<f32>, input_texture_sampler_0 : sampler, input_uv_0 : vec2<f32>) -> vec4<f32>
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{
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var dimensions_0 : vec2<f32>;
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var _S4 : f32 = dimensions_0[i32(0)];
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var _S5 : f32 = dimensions_0[i32(1)];
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GetDimensions_0(input_texture_texture_0, input_texture_sampler_0, &(_S4), &(_S5));
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dimensions_0[i32(0)] = _S4;
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dimensions_0[i32(1)] = _S5;
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var _S6 : vec2<f32> = input_uv_0 * dimensions_0.xy;
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var _S7 : vec2<f32> = (floor(_S6) + min(fract(_S6) / (fwidth((_S6))), vec2<f32>(1.0f, 1.0f)) - vec2<f32>(0.5f)) / dimensions_0.xy;
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;
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return (textureSample((input_texture_texture_0), (input_texture_sampler_0), (_S7)));
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}
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struct FragmentShaderOutput_0
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{
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@location(0) color_0 : vec4<f32>,
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};
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struct pixelInput_0
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{
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@location(0) uv_3 : vec2<f32>,
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};
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@fragment
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fn main_fragment( _S8 : pixelInput_0, @builtin(position) pos_3 : vec4<f32>) -> FragmentShaderOutput_0
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{
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var output_1 : FragmentShaderOutput_0;
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var _S9 : vec4<f32> = pixel_art_sample_0(texture1_texture_0, texture1_sampler_0, _S8.uv_3);
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output_1.color_0 = vec4<f32>(_S9.xyz * tint_0.xyz, _S9.w);
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return output_1;
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}
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