Simplify varyings
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50144c7b02
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@ -20,8 +20,7 @@ struct Vertex {
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}
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struct Varying {
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@location(0) eye: vec3f,
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@location(1) world: vec3f,
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@location(0) dir: vec3f,
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@builtin(position) screen: vec4f,
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}
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@ -32,7 +31,7 @@ var<push_constant> params: Params;
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@vertex
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fn on_vertex(in: Vertex) -> Varying {
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return Varying(params.eye, params.eye + params.view * vec3(1.0, in.screen), vec4(in.screen, 0.0, 1.0));
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return Varying(params.view * vec3(1.0, in.screen), vec4(in.screen, 0.0, 1.0));
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}
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@fragment
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@ -68,10 +67,10 @@ fn trace_fragment(in: Varying) -> vec4f {
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var result = vec4(0.0, 0.0, 0.0, 0.0);
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var color = vec3(1.0, 1.0, 1.0);
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pos = in.eye;
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pos = params.eye;
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let off_px = vec2(rand_float(), rand_float()) - .5;
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let off_w = mat2x3(dpdx(in.world), dpdy(in.world));
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ray = normalize(in.world + off_w * off_px - in.eye);
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let off_w = mat2x3(dpdx(in.dir), dpdy(in.dir));
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ray = normalize(in.dir + off_w * off_px);
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for (var k = 0; k < params.max_reflections; k++) {
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var sphere = -1;
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