remove rotation from world tiles and instead apply it on load into atlas
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+3
-13
@@ -8,7 +8,7 @@ struct VertexShaderInput {
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// Per Instance
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@builtin(instance_index) instance_index: u32,
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@location(2) tile_info: u32,
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@location(2) tile: u32,
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};
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struct VertexShaderOutput {
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@@ -36,21 +36,11 @@ struct Per_Frame_Data {
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@vertex fn main_vertex(input: VertexShaderInput) -> VertexShaderOutput {
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var output: VertexShaderOutput;
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let tile_type = extractBits(input.tile_info, 0, 16);
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let rotation = extractBits(input.tile_info, 16, 2);
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let tile_pos = vec2<f32>(f32(input.instance_index % per_frame.map_width), f32(input.instance_index / per_frame.map_width)) - vec2<f32>(0.5, 0.5);
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output.tile = tile_type;
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output.tile = input.tile;
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output.pos = vec4<f32>(tile_pos + input.pos.xy, 0, 1) * view_projection_matrix;
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switch (rotation) {
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case 0: { output.uv = vec2<f32>( input.uv.x, input.uv.y); }
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case 1: { output.uv = vec2<f32>(1.0 - input.uv.y, input.uv.x); }
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case 2: { output.uv = vec2<f32>(1.0 - input.uv.x, 1.0 - input.uv.y); }
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case 3: { output.uv = vec2<f32>( input.uv.y, 1.0 - input.uv.x); }
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default: {}
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}
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output.uv = input.uv;
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return output;
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}
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