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Rebuild from scratch with a new strategy using compute shaders and SDF.
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27
src/shaders/display.wgsl
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27
src/shaders/display.wgsl
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struct Uniforms {
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pan: vec2f,
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zoom: f32,
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}
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struct TileParams {
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lod: u32,
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tile_size: f32,
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world_min: vec2f,
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world_max: vec2f,
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}
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@group(0) @binding(0) var<uniform> uniforms: Uniforms;
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@group(0) @binding(1) var<uniform> tile_params: TileParams;
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@vertex fn vs_main(@builtin(vertex_index) vertex_index : u32) -> @builtin(position) vec4f {
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const pos = array(
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vec2( 0.0, 0.5),
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vec2(-0.5, -0.5),
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vec2( 0.5, -0.5)
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);
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return vec4f(pos[vertex_index], 0, 1);
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}
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@fragment fn fs_main() -> @location(0) vec4f {
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return vec4(1, 0, 0, 1);
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}
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