simple tile heights
This commit is contained in:
28
src/scenes/shader/tile_frag.glsl
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28
src/scenes/shader/tile_frag.glsl
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@@ -0,0 +1,28 @@
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#version 150
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in vec2 v_uv;
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flat in uint v_tileidx;
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out vec4 pixcolor;
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uniform sampler2D t_atlas;
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uniform b_constants {
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//uvec4 animdata;
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uint animdata;
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float R1;
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float R2;
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};
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uniform b_locals {
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mat4 camera;
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uint millis;
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float treadmill_x;
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float treadmill_y;
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};
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void main() {
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vec2 anim_uv = v_uv;
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//if (v_tileidx < 128u && bool(animdata[0 /*v_tileidx / 32u*/] & 1u << v_tileidx % 32u)) {
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if (v_tileidx < 32u && bool(animdata & 1u << v_tileidx)) {
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anim_uv = vec2(v_uv.x, float((uint(v_uv.y * 1000.0) + millis / 4u) % 1000u) / 1000.0);
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}
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vec2 uv = vec2(anim_uv.x, float(v_tileidx) / 256.0 + (1.0 - anim_uv.y) / 256.0);
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pixcolor = texture(t_atlas, uv);
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}
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50
src/scenes/shader/torus_vertex.glsl
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50
src/scenes/shader/torus_vertex.glsl
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@@ -0,0 +1,50 @@
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#version 150
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#define PI 3.1415926538
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#define PI_CIRC (PI / 256.0)
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#define TWO_PI_CIRC (2.0 * PI / 256.0)
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in vec3 a_pos;
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in vec2 a_uv;
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in uint a_tileidx;
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out vec2 v_uv;
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flat out uint v_tileidx;
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uniform b_trans {
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mat4 u_matrix;
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};
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uniform b_constants {
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//uvec4 animdata;
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uint animdata;
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float R1;
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float R2;
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};
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uniform b_locals {
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mat4 camera;
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uint millis;
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float treadmill_x;
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float treadmill_y;
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};
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vec3 toroid(vec2 src, float r1, float r2, float r3) {
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return vec3(r3 * -1.0 * sin(src.x), // use r3 instead of r2 for "deflated" torus
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(r1 + r2 * cos(src.x)) * cos(src.y),
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(r1 + r2 * cos(src.x)) * sin(src.y));
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}
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void main() {
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v_uv = a_uv;
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v_tileidx = a_tileidx;
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vec2 thetaphi = vec2(TWO_PI_CIRC * (a_pos.x + treadmill_x),
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TWO_PI_CIRC * (a_pos.y + treadmill_y));
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float height = R1 * TWO_PI_CIRC;
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vec3 normal = vec3(toroid(thetaphi, 0, height, height));
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gl_Position = u_matrix * camera *
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vec4(toroid(thetaphi, R1, R2, R1) + a_pos.z * normal, 1.0);
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/*
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gl_Position = u_matrix * camera *
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vec4(R2 * -1.0 * sin(TWO_PI_CIRC * (a_pos.x + treadmill_x)),
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(R1 + R2 * cos(TWO_PI_CIRC * (a_pos.x + treadmill_x))) * cos(TWO_PI_CIRC * (a_pos.z + treadmill_y)),
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(R1 + R2 * cos(TWO_PI_CIRC * (a_pos.x + treadmill_x))) * sin(TWO_PI_CIRC * (a_pos.z + treadmill_y)),
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1.0);
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*/
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}
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@@ -20,8 +20,12 @@ use gfx::traits::FactoryExt;
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use self::na::ToHomogeneous;
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use self::num_traits::identities::One;
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const R1: f32 = 4096.0;
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const R2: f32 = 1024.0;
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//const R1: f32 = 4096.0;
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//const R2: f32 = 1024.0;
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//const R1: f32 = 4.0;
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//const R2: f32 = 1.0;
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const R1: f32 = 256.0;
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const R2: f32 = 64.0;
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gfx_defines! {
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vertex Vertex {
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@@ -63,17 +67,44 @@ fn get_model(world: &model::World) -> (Vec<Vertex>, Vec<u32>) {
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for (r, row) in world.map().rows().enumerate() {
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for (c, tile) in row.into_iter().enumerate() {
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let tileidx = tile.val as u32;
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let alt = match tileidx {
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5 => 0.1,
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6 => 0.8,
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7 => 0.2,
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8 => 1.5,
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9 => 1.0,
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10 | 11 | 12 => 1.0,
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_ => 0.0,
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};
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let rf = (((r + 90) % 256) as i16 - 128) as f32;
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let cf = (((c + 144) % 256) as i16 - 128) as f32;
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verticies.extend_from_slice(
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&[Vertex { pos: [ cf + 0., 0., -rf - 1. ], uv: [0., 0.], tileidx: tileidx },
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Vertex { pos: [ cf + 1., 0., -rf - 1. ], uv: [1., 0.], tileidx: tileidx },
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Vertex { pos: [ cf + 1., 0., -rf - 0. ], uv: [1., 1.], tileidx: tileidx },
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Vertex { pos: [ cf + 0., 0., -rf - 0. ], uv: [0., 1.], tileidx: tileidx },]);
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indicies.extend_from_slice(
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&[ v + 0, v + 1, v + 2,
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v + 2, v + 3, v + 0 ]);
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v += 4;
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if alt == 0.0 {
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verticies.extend_from_slice(
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&[Vertex { pos: [ cf + 0., -rf - 1., 0. ], uv: [0., 0.], tileidx: tileidx },
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Vertex { pos: [ cf + 1., -rf - 1., 0. ], uv: [1., 0.], tileidx: tileidx },
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Vertex { pos: [ cf + 1., -rf - 0., 0. ], uv: [1., 1.], tileidx: tileidx },
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Vertex { pos: [ cf + 0., -rf - 0., 0. ], uv: [0., 1.], tileidx: tileidx },]);
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indicies.extend_from_slice(
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&[ v + 0, v + 1, v + 2,
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v + 2, v + 3, v + 0 ]);
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v += 4;
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} else {
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verticies.extend_from_slice(
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&[Vertex { pos: [ cf + 0., -rf - 1., 0. ], uv: [0., 0.], tileidx: 126 },
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Vertex { pos: [ cf + 1., -rf - 1., 0. ], uv: [1., 0.], tileidx: 126 },
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Vertex { pos: [ cf + 1., -rf - 0., 0. ], uv: [1., 1.], tileidx: 126 },
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Vertex { pos: [ cf + 0., -rf - 0., 0. ], uv: [0., 1.], tileidx: 126 },
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Vertex { pos: [ cf + 0., -rf, 0. ], uv: [0., 0.], tileidx: tileidx },
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Vertex { pos: [ cf + 1., -rf, 0. ], uv: [1., 0.], tileidx: tileidx },
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Vertex { pos: [ cf + 1., -rf, alt ], uv: [1., 1.], tileidx: tileidx },
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Vertex { pos: [ cf + 0., -rf, alt ], uv: [0., 1.], tileidx: tileidx },]);
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indicies.extend_from_slice(
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&[ v + 0, v + 1, v + 2,
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v + 2, v + 3, v + 0,
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v + 4, v + 5, v + 6,
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v + 6, v + 7, v + 4 ]);
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v += 8;
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}
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}
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}
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(verticies, indicies)
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@@ -264,79 +295,5 @@ fn get_data_model() -> model::World {
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mmap_to_rows::<model::World>(&file_mmap).clone()
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}
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const VERTEX_SHADER_SRC: &'static [u8] = br#"
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#version 150
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#define PI 3.1415926538
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in vec3 a_pos;
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in vec2 a_uv;
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in uint a_tileidx;
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out vec2 v_uv;
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flat out uint v_tileidx;
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uniform b_trans {
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mat4 u_matrix;
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};
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uniform b_constants {
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//uvec4 animdata;
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uint animdata;
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float R1;
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float R2;
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};
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uniform b_locals {
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mat4 camera;
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uint millis;
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float treadmill_x;
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float treadmill_y;
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};
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void main() {
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v_uv = a_uv;
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v_tileidx = a_tileidx;
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float TWO_PI_CIRC = 2 * PI / 256.0;
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gl_Position = u_matrix * camera * vec4(R2 * -1.0 * sin(TWO_PI_CIRC * (a_pos.x + treadmill_x)),
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(R1 + R2 * cos(TWO_PI_CIRC * (a_pos.x + treadmill_x))) * cos(TWO_PI_CIRC * (a_pos.z + treadmill_y)),
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(R1 + R2 * cos(TWO_PI_CIRC * (a_pos.x + treadmill_x))) * sin(TWO_PI_CIRC * (a_pos.z + treadmill_y)),
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1.0);
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/*
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float which = (1.0 + sin(float(millis) / 5000.)) / 2.0;
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gl_Position = u_matrix * camera * vec4(a_pos.x,
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R1 * cos(TWO_PI_CIRC * a_pos.z),
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which * a_pos.z +
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((1.0-which) * R1 * sin(TWO_PI_CIRC * a_pos.z)),
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1.0);
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*/
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}
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"#;
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const FRAGMENT_SHADER_SRC: &'static [u8] = br#"
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#version 150
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in vec2 v_uv;
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flat in uint v_tileidx;
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out vec4 pixcolor;
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uniform sampler2D t_atlas;
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uniform b_constants {
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//uvec4 animdata;
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uint animdata;
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float R1;
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float R2;
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};
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uniform b_locals {
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mat4 camera;
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uint millis;
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float treadmill_x;
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float treadmill_y;
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};
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void main() {
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vec2 anim_uv = v_uv;
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//if (v_tileidx < 128u && bool(animdata[0 /*v_tileidx / 32u*/] & 1u << v_tileidx % 32u)) {
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if (v_tileidx < 32u && bool(animdata & 1u << v_tileidx)) {
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anim_uv = vec2(v_uv.x, float((uint(v_uv.y * 1000.0) + millis / 4u) % 1000u) / 1000.0);
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}
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vec2 uv = vec2(anim_uv.x, float(v_tileidx) / 256.0 + (1.0 - anim_uv.y) / 256.0);
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pixcolor = texture(t_atlas, uv);
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}
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"#;
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const VERTEX_SHADER_SRC: &'static [u8] = include_bytes!("shader/torus_vertex.glsl");
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const FRAGMENT_SHADER_SRC: &'static [u8] = include_bytes!("shader/tile_frag.glsl");
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@@ -16,7 +16,7 @@ pub type ColorFormat = gfx::format::Srgba8;
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pub type DepthFormat = gfx::format::DepthStencil;
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const NEAR: f32 = 0.01;
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const FAR: f32 = 10000.0;
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const FAR: f32 = 1000.0;
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gfx_constant_struct! {
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Trans {
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