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///if arm_voxels
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function make_voxel_run(data: shader_context_t) {
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let structure: vertex_struct_t = g4_vertex_struct_create();
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g4_vertex_struct_add(structure, "pos", vertex_data_t.I16_4X_NORM);
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g4_vertex_struct_add(structure, "nor", vertex_data_t.I16_2X_NORM);
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g4_vertex_struct_add(structure, "tex", vertex_data_t.I16_2X_NORM);
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let pipe_state: pipeline_t = data._.pipe_state;
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pipe_state.input_layout = [structure];
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data.vertex_elements = [
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{name: "pos", data: "short4norm"},
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{name: "nor", data: "short2norm"},
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{name: "tex", data: "short2norm"}
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];
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// ///if arm_skin
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// let is_mesh: bool = raw.object.constructor == mesh_object_t;
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// let skin: bool = is_mesh && cast(raw.object, mesh_object_t).data.geom.bones != null;
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// if (skin) {
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// g4_vertex_structure_add(structure, "bone", vertex_data_t.I16_4X_Normalized);
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// g4_vertex_structure_add(structure, "weight", vertex_data_t.I16_4X_Normalized);
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// data.raw.vertex_elements.push({ name: "bone", data: 'short4norm' });
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// data.raw.vertex_elements.push({ name: "weight", data: 'short4norm' });
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// }
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// ///end
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pipe_state.vertex_shader = g4_shader_from_source(make_voxel_source(), shader_type_t.VERTEX);
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g4_pipeline_compile(pipe_state);
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data.constants = [
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{ name: "W", type: "mat4", link: "_world_matrix" },
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{ name: "N", type: "mat3", link: "_normal_matrix" }
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];
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data._.constants = [
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g4_pipeline_get_const_loc(pipe_state, "W"),
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g4_pipeline_get_const_loc(pipe_state, "N")
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];
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data.texture_units = [
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{ name: "texpaint_pack" },
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{ name: "voxels", image_uniform: true }
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];
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data._.tex_units = [
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g4_pipeline_get_tex_unit(pipe_state, "texpaint_pack"),
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g4_pipeline_get_tex_unit(pipe_state, "voxels")
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];
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}
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function make_voxel_source(): string {
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let ds: f32 = MakeMaterial.get_displace_strength();
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///if krom_direct3d11
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return `#define vec3 float3
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uniform float4x4 W;
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uniform float3x3 N;
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Texture2D<float4> texpaint_pack;
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SamplerState _texpaint_pack_sampler;
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struct SPIRV_Cross_Input { float4 pos : TEXCOORD1; float2 nor : TEXCOORD0; float2 tex : TEXCOORD2; };
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struct SPIRV_Cross_Output { float4 svpos : SV_POSITION; };
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SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) {
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SPIRV_Cross_Output stage_output;
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${MakeMaterial.voxelgi_half_extents()}
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stage_output.svpos.xyz = mul(float4(stage_input.pos.xyz, 1.0), W).xyz / voxelgiHalfExtents.xxx;
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float3 wnormal = normalize(mul(float3(stage_input.nor.xy, stage_input.pos.w), N));
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float height = texpaint_pack.SampleLevel(_texpaint_pack_sampler, stage_input.tex, 0.0).a;
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stage_output.svpos.xyz += wnormal * height.xxx * float3(${ds}, ${ds}, ${ds});
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stage_output.svpos.w = 1.0;
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return stage_output;
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}`;
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///else
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return `#version 450
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in vec4 pos;
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in vec2 nor;
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in vec2 tex;
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out vec3 voxpositionGeom;
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uniform mat4 W;
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uniform mat3 N;
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uniform sampler2D texpaint_pack;
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void main() {
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${MakeMaterial.voxelgi_half_extents()}
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voxpositionGeom = vec3(W * vec4(pos.xyz, 1.0)) / voxelgiHalfExtents;
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vec3 wnormal = normalize(N * vec3(nor.xy, pos.w));
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float height = textureLod(texpaint_pack, tex, 0.0).a;
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voxpositionGeom += wnormal * vec3(height) * vec3(${ds});
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}`;
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///end
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}
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///end
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