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https://github.com/eliasstepanik/voxel-simulation.git
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fix shader conditional syntax
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0baad9ba20
commit
6f1e046d93
@ -113,11 +113,11 @@ fn main(@builtin(global_invocation_id) id: vec3<u32>) {
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// Compute base world-space position.
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// Compute base world-space position.
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var base = params.origin;
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var base = params.origin;
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if axis == 0u {
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if axis == 0u {
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base = base + vec3<f32>(f32(slice) + (dir > 0 ? 1.0 : 0.0), f32(u0), f32(v0)) * params.step;
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base = base + vec3<f32>(f32(slice) + select(0.0, 1.0, dir > 0), f32(u0), f32(v0)) * params.step;
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} else if axis == 1u {
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} else if axis == 1u {
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base = base + vec3<f32>(f32(v0), f32(slice) + (dir > 0 ? 1.0 : 0.0), f32(u0)) * params.step;
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base = base + vec3<f32>(f32(v0), f32(slice) + select(0.0, 1.0, dir > 0), f32(u0)) * params.step;
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} else {
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} else {
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base = base + vec3<f32>(f32(u0), f32(v0), f32(slice) + (dir > 0 ? 1.0 : 0.0)) * params.step;
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base = base + vec3<f32>(f32(u0), f32(v0), f32(slice) + select(0.0, 1.0, dir > 0)) * params.step;
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}
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}
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let size = vec2<f32>(f32(width) * params.step, f32(height) * params.step);
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let size = vec2<f32>(f32(width) * params.step, f32(height) * params.step);
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