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Reorganized the code structure, fix a lot of issues.
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@@ -31,22 +31,6 @@ struct FsO { //Fragment shader output
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return output;
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}
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// Convert a 32bit uint color (hex representation) into a normalized vec4f
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/*fn convertColor(input: u32) -> vec4f {
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let r: f32 = f32(((input >> 0) & 0xff));
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let g: f32 = f32(((input >> 8) & 0xff));
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let b: f32 = f32(((input >> 16) & 0xff));
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let a: f32 = f32(((input >> 24) & 0xff));
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return vec4f(r / 255, g / 255, b / 255, a / 255);
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}*/
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// Get the texture array index from the UV
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/*fn indexFromCoord(uv: vec2f, width: u32, height: u32) -> u32 {
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let x: u32 = clamp(floor(uv.x * f32(width)), 0, width);
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let y: u32 = clamp(floor(uv.y * f32(height)), 0, height);
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return y * width + x;
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}*/
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@fragment fn fs_main(input: Vs2Fs) -> FsO {
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var output: FsO;
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