fixing shader execution
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@@ -16,24 +16,24 @@ struct FragOut
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[entry(frag)]
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fn main(input: FragIn) -> FragOut
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{
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const I: i32 = 128;
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const I: i32 = 32;
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const A: f32 = 7.5;
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const MA: f32 = 100.0;
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const MA: f32 = 2.0;
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const MI: f32 = 0.001;
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let uv0 = input.pos / input.res * 2.0 - vec2[f32](1.0, 1.0);
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let uv = vec2[f32](uv0.x * (input.res.x / input.res.y), uv0.y);
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let col = vec3[f32](0.0, 0.0, 0.0);
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let ro = vec3[f32](0.0, 0.0, -2.0);
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let rd = vec3[f32](uv.x, uv.y, 1.0);
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let col = vec4[f32](0.0, 0.0, 0.0, 0.0);
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let ro = vec4[f32](0.0, 0.0, -2.0, 0.0);
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let rd = vec4[f32](uv.x, uv.y, 1.0, 0.0);
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let dt = 0.0;
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let ds = 0.0;
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let dm = -1.0;
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let p = ro;
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let c = vec3[f32](0.0, 0.0, 0.0);
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let c = vec4[f32](0.0, 0.0, 0.0, 0.0);
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let l = vec3[f32](0.0, sin(input.time * 0.2) * 4.0, cos(input.time * 0.2) * 4.0);
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let l = vec4[f32](0.0, sin(input.time * 0.2) * 4.0, cos(input.time * 0.2) * 4.0, 0.0);
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for i in 0 -> I
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{
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@@ -46,26 +46,23 @@ fn main(input: FragIn) -> FragOut
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if (ds <= MI)
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{
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let value = max(dot(normalize(c - p), normalize(p - l)) - 0.35, 0.0);
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col = vec3[f32](value, value, value);
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let value = max(dot(normalize(c - p), normalize(p - l)), 0.0);
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col = vec4[f32](value, value, value, 1.0);
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break;
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}
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if (ds >= MA)
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{
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if (dot(normalize(rd), normalize(l - ro)) <= 1.0)
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if (dot(normalize(rd), normalize(l - ro)) < 1.0)
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{
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let value = max(dot(normalize(rd), normalize(l - ro)) + 0.15, 0.05)/ 1.15 * (1.0 - dm * A);
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col = vec3[f32](value, value, value);
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let value = max(dot(normalize(rd), normalize(l - ro)) + 0.15, 0.0) / 1.15 * max(1.0 - dm * A, 0.0);
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col = vec4[f32](value, value, value, 1.0);
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}
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break;
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}
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}
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//if (col == vec3[f32](0.0, 0.0, 0.0))
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// discard;
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let output: FragOut;
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output.color = vec4[f32](col.x, col.y, col.z, 1.0);
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output.color = col;
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return output;
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}
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