feat: nonfunctional improvements
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@@ -15,12 +15,12 @@
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}
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}
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#endif
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#endif
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struct MyExtendedMaterial {
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struct LineMaterial {
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quantize_steps: u32,
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unused: u32,
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}
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}
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@group(2) @binding(100)
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@group(2) @binding(100)
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var<uniform> my_extended_material: MyExtendedMaterial;
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var<uniform> line_mat: LineMaterial;
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@fragment
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@fragment
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fn fragment(
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fn fragment(
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@@ -43,7 +43,7 @@ fn fragment(
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#endif
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#endif
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// alpha discard
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// alpha discard
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pbr_input.material.base_color = alpha_discard(pbr_input.material, pbr_input.material.base_color);
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// pbr_input.material.base_color = alpha_discard(pbr_input.material, pbr_input.material.base_color);
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#ifdef PREPASS_PIPELINE
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#ifdef PREPASS_PIPELINE
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// in deferred mode we can't modify anything after that, as lighting is run in a separate fullscreen shader.
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// in deferred mode we can't modify anything after that, as lighting is run in a separate fullscreen shader.
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@@ -44,6 +44,10 @@ impl MaterialExtension for LineExtension {
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LINE_SHADER_HANDLE.into()
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LINE_SHADER_HANDLE.into()
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}
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}
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fn deferred_fragment_shader() -> ShaderRef {
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LINE_SHADER_HANDLE.into()
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}
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fn alpha_mode() -> Option<AlphaMode> {
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fn alpha_mode() -> Option<AlphaMode> {
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Some(AlphaMode::Opaque)
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Some(AlphaMode::Opaque)
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}
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}
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@@ -112,6 +116,8 @@ fn build_line_mesh(
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match lines.entity.get() {
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match lines.entity.get() {
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Some(e) => cmds.entity(**e),
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Some(e) => cmds.entity(**e),
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None => {
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None => {
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// if we couldn't get the lines entity then we need to gen the mesh later
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lines.gen_mesh.store(true, Ordering::Relaxed);
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let e = cmds.spawn((
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let e = cmds.spawn((
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Name::new("LinesNode"),
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Name::new("LinesNode"),
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SpatialNode(Arc::downgrade(&lines.spatial)),
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SpatialNode(Arc::downgrade(&lines.spatial)),
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@@ -237,9 +243,9 @@ fn build_line_mesh(
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panic!("vertex positions contains non finite pos: {vertex_positions:#?}",);
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panic!("vertex positions contains non finite pos: {vertex_positions:#?}",);
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}
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}
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mesh.insert_indices(Indices::U32(vertex_indices));
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mesh.insert_indices(Indices::U32(vertex_indices));
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mesh.insert_attribute(Mesh::ATTRIBUTE_COLOR, vertex_colors);
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mesh.insert_attribute(Mesh::ATTRIBUTE_NORMAL, vertex_normals);
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mesh.insert_attribute(Mesh::ATTRIBUTE_POSITION, vertex_positions.clone());
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mesh.insert_attribute(Mesh::ATTRIBUTE_POSITION, vertex_positions.clone());
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mesh.insert_attribute(Mesh::ATTRIBUTE_NORMAL, vertex_normals);
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mesh.insert_attribute(Mesh::ATTRIBUTE_COLOR, vertex_colors);
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let mut entity = match lines.entity.get() {
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let mut entity = match lines.entity.get() {
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Some(e) => cmds.entity(**e),
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Some(e) => cmds.entity(**e),
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