Remove unused shader code
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1823d8b52c
commit
2117fbb938
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@ -2,6 +2,7 @@
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@group(0) @binding(1) var<uniform> world_state: WorldState;
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@group(0) @binding(1) var<uniform> world_state: WorldState;
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@group(0) @binding(2) var<storage, read> brickmap_cache: array<Brickmap>;
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@group(0) @binding(2) var<storage, read> brickmap_cache: array<Brickmap>;
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@group(0) @binding(3) var<storage, read> shading_table: array<ShadingElement>;
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@group(0) @binding(3) var<storage, read> shading_table: array<ShadingElement>;
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@group(0)
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@group(0) @binding(4) var<uniform> camera: Camera;
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@group(0) @binding(4) var<uniform> camera: Camera;
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struct ShadingElement {
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struct ShadingElement {
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@ -38,8 +39,6 @@ struct AabbHitInfo {
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};
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};
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fn get_shading_offset(p: vec3<i32>) -> u32 {
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fn get_shading_offset(p: vec3<i32>) -> u32 {
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// return 0u;
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// What brickmap are we in?
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// What brickmap are we in?
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let brickmap_index = (p.x / 8) + (p.y / 8) * 32 + (p.z / 8) * 1024;
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let brickmap_index = (p.x / 8) + (p.y / 8) * 32 + (p.z / 8) * 1024;
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let local_index = u32((p.x % 8) + (p.y % 8) * 8 + (p.z % 8) * 64);
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let local_index = u32((p.x % 8) + (p.y % 8) * 8 + (p.z % 8) * 64);
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@ -52,17 +51,6 @@ fn get_shading_offset(p: vec3<i32>) -> u32 {
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let extracted_bits = extractBits((*brickmap).bitmask[bitmask_index], 0u, (local_index % 32u));
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let extracted_bits = extractBits((*brickmap).bitmask[bitmask_index], 0u, (local_index % 32u));
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map_voxel_idx += countOneBits(extracted_bits);
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map_voxel_idx += countOneBits(extracted_bits);
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return (*brickmap).shading_table_offset + map_voxel_idx;
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return (*brickmap).shading_table_offset + map_voxel_idx;
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// let local_index = u32(p.x + p.y * 8 + p.z * 64);
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// let bitmask_index = local_index / 32u;
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// var map_voxel_idx = 0u;
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// for (var i: i32 = 0; i < i32(bitmask_index); i++) {
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// map_voxel_idx += countOneBits(brickmap.bitmask[i]);
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// }
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// let extracted_bits = extractBits(brickmap.bitmask[bitmask_index], 0u, (local_index % 32u));
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// map_voxel_idx += countOneBits(extracted_bits);
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// return brickmap.shading_table_offset + map_voxel_idx;
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}
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}
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fn ray_intersect_aabb(ray_pos: vec3<f32>, ray_dir: vec3<f32>) -> AabbHitInfo {
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fn ray_intersect_aabb(ray_pos: vec3<f32>, ray_dir: vec3<f32>) -> AabbHitInfo {
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