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Add conditionalrender rust shader
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shaders/rust/Cargo.lock

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shaders/rust/Cargo.toml

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"computeparticles/particle",
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"distancefieldfonts/bitmap",
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"distancefieldfonts/sdf",
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"conditionalrender/model",
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]
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[workspace.dependencies]
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[package]
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name = "conditionalrender-model"
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version = "0.1.0"
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edition = "2021"
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[dependencies]
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spirv-std = { workspace = true }
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[lib]
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crate-type = ["dylib"]
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#![cfg_attr(target_arch = "spirv", no_std)]
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#![allow(clippy::missing_safety_doc)]
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use spirv_std::{spirv, glam::{vec3, vec4, Mat3, Mat4, Vec3, Vec4}, num_traits::Float};
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#[repr(C)]
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#[derive(Copy, Clone)]
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pub struct Ubo {
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pub projection: Mat4,
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pub view: Mat4,
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pub model: Mat4,
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}
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#[repr(C)]
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#[derive(Copy, Clone)]
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pub struct Node {
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pub matrix: Mat4,
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}
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#[repr(C)]
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#[derive(Copy, Clone)]
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pub struct PushBlock {
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pub base_color_factor: Vec4,
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}
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#[spirv(vertex)]
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pub fn main_vs(
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in_pos: Vec3,
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in_normal: Vec3,
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_in_color: Vec3,
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#[spirv(uniform, descriptor_set = 0, binding = 0)] ubo: &Ubo,
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#[spirv(uniform, descriptor_set = 1, binding = 0)] node: &Node,
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#[spirv(push_constant)] material: &PushBlock,
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#[spirv(position)] out_position: &mut Vec4,
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out_normal: &mut Vec3,
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out_color: &mut Vec3,
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out_view_vec: &mut Vec3,
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out_light_vec: &mut Vec3,
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) {
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*out_normal = in_normal;
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*out_color = material.base_color_factor.truncate();
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let pos = vec4(in_pos.x, in_pos.y, in_pos.z, 1.0);
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*out_position = ubo.projection * ubo.view * ubo.model * node.matrix * pos;
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let normal_matrix = Mat3::from_mat4(ubo.view * ubo.model * node.matrix);
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*out_normal = normal_matrix * in_normal;
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let localpos = ubo.view * ubo.model * node.matrix * pos;
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let light_pos = vec3(10.0, -10.0, 10.0);
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*out_light_vec = light_pos - localpos.truncate();
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*out_view_vec = -localpos.truncate();
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}
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#[spirv(fragment)]
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pub fn main_fs(
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in_normal: Vec3,
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in_color: Vec3,
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in_view_vec: Vec3,
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in_light_vec: Vec3,
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out_frag_color: &mut Vec4,
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) {
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let n = in_normal.normalize();
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let l = in_light_vec.normalize();
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let v = in_view_vec.normalize();
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let r = (-l).reflect(n);
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let ambient = vec3(0.1, 0.1, 0.1);
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let diffuse = n.dot(l).max(0.0) * vec3(1.0, 1.0, 1.0);
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let specular = r.dot(v).max(0.0).powf(16.0) * vec3(0.75, 0.75, 0.75);
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let final_color = (ambient + diffuse) * in_color + specular;
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*out_frag_color = vec4(final_color.x, final_color.y, final_color.z, 1.0);
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}

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