remove vertex and index buffer from world shader
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+10
-6
@@ -2,13 +2,10 @@ struct VertexShaderInput {
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// Per Vertex
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@builtin(vertex_index) vertex_index: u32,
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@location(0) pos: vec3<f32>,
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@location(1) uv: vec2<f32>,
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// Per Instance
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@builtin(instance_index) instance_index: u32,
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@location(2) tile: u32,
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@location(0) tile: u32,
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};
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struct VertexShaderOutput {
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@@ -37,10 +34,17 @@ struct Per_Frame_Data {
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var output: VertexShaderOutput;
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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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switch (input.vertex_index) {
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case 0: { output.pos = vec4<f32>(tile_pos + vec2<f32>(-0.5, 0.5), 0, 1) * view_projection_matrix; output.uv = vec2<f32>(0, 0); }
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case 1: { output.pos = vec4<f32>(tile_pos + vec2<f32>(-0.5, -0.5), 0, 1) * view_projection_matrix; output.uv = vec2<f32>(0, 1); }
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case 2: { output.pos = vec4<f32>(tile_pos + vec2<f32>( 0.5, -0.5), 0, 1) * view_projection_matrix; output.uv = vec2<f32>(1, 1); }
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case 3: { output.pos = vec4<f32>(tile_pos + vec2<f32>(-0.5, 0.5), 0, 1) * view_projection_matrix; output.uv = vec2<f32>(0, 0); }
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case 4: { output.pos = vec4<f32>(tile_pos + vec2<f32>( 0.5, -0.5), 0, 1) * view_projection_matrix; output.uv = vec2<f32>(1, 1); }
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case 5: { output.pos = vec4<f32>(tile_pos + vec2<f32>( 0.5, 0.5), 0, 1) * view_projection_matrix; output.uv = vec2<f32>(1, 0); }
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default: {}
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}
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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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output.uv = input.uv;
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return output;
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}
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