dynamic uniform offsets
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@@ -102,32 +102,31 @@ impl DebugOverlay
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cache: None,
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});
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let pipeline_snow_light =
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device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Snow Light Debug Pipeline"),
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layout: Some(&snow_light_layout),
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: Some("vs_main"),
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buffers: &[ScreenVertex::desc()],
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compilation_options: Default::default(),
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},
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: Some("fs_snow_light"),
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targets: &[Some(color_target)],
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compilation_options: Default::default(),
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}),
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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cull_mode: None,
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..Default::default()
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},
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depth_stencil: None,
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multisample: wgpu::MultisampleState::default(),
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multiview_mask: None,
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cache: None,
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});
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let pipeline_snow_light = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Snow Light Debug Pipeline"),
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layout: Some(&snow_light_layout),
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: Some("vs_main"),
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buffers: &[ScreenVertex::desc()],
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compilation_options: Default::default(),
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},
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: Some("fs_snow_light"),
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targets: &[Some(color_target)],
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compilation_options: Default::default(),
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}),
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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cull_mode: None,
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..Default::default()
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},
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depth_stencil: None,
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multisample: wgpu::MultisampleState::default(),
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multiview_mask: None,
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cache: None,
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});
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Self {
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pipeline_shadow,
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