Cleaner layer handling code
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33487a68b2
commit
308cc6c3c2
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@ -16,20 +16,25 @@ fn on_vertex(@builtin(vertex_index) vi: u32) -> Varying {
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@fragment
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@fragment
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fn on_fragment(in: Varying) -> @location(0) u32 {
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fn on_fragment(in: Varying) -> @location(0) u32 {
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let a = textureGather(0, field, smp, in.uv, vec2(0, 0));
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let aa = textureGather(0, field, smp, in.uv, vec2(0, 0));
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let b = textureGather(0, field, smp, in.uv, vec2(0, 1));
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let ab = textureGather(0, field, smp, in.uv, vec2(0, 1));
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let c = textureGather(0, field, smp, in.uv, vec2(1, 0));
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let ba = textureGather(0, field, smp, in.uv, vec2(1, 0));
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let d = textureGather(0, field, smp, in.uv, vec2(1, 1));
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let bb = textureGather(0, field, smp, in.uv, vec2(1, 1));
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let s = aa.y;
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let a = vec4(aa.xzw, bb.y);
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let b = vec4(ab.xy, ba.yz);
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var ret = 0u;
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var ret = 0u;
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for (var layer = 0u; layer < 8u; layer++) {
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for (var layer = 0u; layer < 8u; layer++) {
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ret |= calc(a >> vec4(layer) & vec4(1u), b >> vec4(layer) & vec4(1u), c >> vec4(layer) & vec4(1u), d >> vec4(layer) & vec4(1u)) << layer;
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let s = s >> layer & 1u;
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let a = a >> vec4(layer) & vec4(1u);
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let b = b >> vec4(layer) & vec4(1u);
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ret |= calc(s, a, b) << layer;
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}
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}
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return ret;
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return ret;
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}
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}
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fn calc(a: vec4u, b: vec4u, c: vec4u, d: vec4u) -> u32 {
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fn calc(state: u32, a: vec4u, b: vec4u) -> u32 {
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let state = a.y;
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let n = dot(a, vec4(1u)) + dot(b, vec4(1u));
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let n = a.x + a.z + a.w + b.x + b.y + c.y + c.z + d.y;
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switch (n) {
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switch (n) {
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case 2u: { return state; }
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case 2u: { return state; }
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case 3u: { return 1u; }
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case 3u: { return 1u; }
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