add uv to vertex format and remove it from instance
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+11
-17
@@ -109,13 +109,14 @@ enum Settings_Category {
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struct Vertex {
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V3 pos;
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V2 uv;
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};
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static Vertex vertices[] = {
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{{ -0.5f, 0.5f }},
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{{ -0.5f, -0.5f }},
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{{ 0.5f, -0.5f }},
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{{ 0.5f, 0.5f }},
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{{ -0.5f, 0.5f }, { 0.0f, 0.0f }},
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{{ -0.5f, -0.5f }, { 0.0f, 1.0f }},
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{{ 0.5f, -0.5f }, { 1.0f, 1.0f }},
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{{ 0.5f, 0.5f }, { 1.0f, 0.0f }},
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};
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static Uint16 indices[] = {
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@@ -170,11 +171,9 @@ static Uint16 grid_indices[] = {
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struct Instance {
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V2 pos;
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V4 uv0uv1;
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V4 uv2uv3;
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};
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static Instance player_instance = { { 0.0f, 0.0f }, { 0, 0, 1, 0 }, { 1, 1, 0, 1 }};
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static Instance player_instance = {{ 0.0f, 0.0f }};
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struct Map {
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Sint32 width;
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@@ -745,24 +744,19 @@ static bool recreate_graphics_pipelines() {
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.offset = offsetof(Vertex, pos),
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.shaderLocation = 0,
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},
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{
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.format = WGPUVertexFormat_Float32x2,
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.offset = offsetof(Vertex, uv),
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.shaderLocation = 1,
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},
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};
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WGPUVertexAttribute instance_buffer_attributes[] = {
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{
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.format = WGPUVertexFormat_Float32x2,
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.offset = offsetof(Instance, pos),
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.shaderLocation = 1,
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},
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{
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.format = WGPUVertexFormat_Float32x4,
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.offset = offsetof(Instance, uv0uv1),
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.shaderLocation = 2,
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},
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{
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.format = WGPUVertexFormat_Float32x4,
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.offset = offsetof(Instance, uv2uv3),
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.shaderLocation = 3,
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},
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};
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WGPUVertexBufferLayout vertex_buffer_layouts[] = {
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