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restructuring for multiple filters
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24
uw8-window/src/gpu/palette.wgsl
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24
uw8-window/src/gpu/palette.wgsl
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@@ -0,0 +1,24 @@
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struct VertexOutput {
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@builtin(position) clip_position: vec4<f32>,
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@location(0) tex_coords: vec2<f32>,
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}
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@vertex
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fn vs_main(@builtin(vertex_index) vertex_index: u32) -> VertexOutput {
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var out: VertexOutput;
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let x = (1.0 - f32(vertex_index)) * 3.0;
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let y = f32(vertex_index & 1u) * 3.0 - 1.0;
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out.clip_position = vec4<f32>(x, y, 0.0, 1.0);
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out.tex_coords = vec2<f32>((x + 1.0) * 160.0, (y + 1.0) * 120.0);
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return out;
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}
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@group(0) @binding(0) var framebuffer_texture: texture_2d<u32>;
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@group(0) @binding(1) var palette_texture: texture_1d<f32>;
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@fragment
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fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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let texel = vec2<i32>(floor(in.tex_coords));
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let index = textureLoad(framebuffer_texture, texel, 0).r;
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return textureLoad(palette_texture, i32(index), 0);
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}
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