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+86
-53
@@ -73,11 +73,6 @@ fn unpack_color(color: u32) -> vec4<f32>
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@group(0) @binding(5) var<storage, read_write> structure_table_pointer: array<u32>;
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@group(0) @binding(6) var<storage, read_write> structure_table_request_buffer: array<atomic<u32>>;
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struct FragmentOutput {
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@location(0) color: vec4<f32>,
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@builtin(frag_depth) depth: f32, // Equivalent to gl_FragDepth
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}
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@vertex
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fn chunk(@builtin(vertex_index) index: u32, @location(0) position: vec3<f32>, @location(1) id: u32) -> VertexOutput
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{
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@@ -221,10 +216,10 @@ fn new_traverse(ray_dir: vec3<f32>, ray_origin: vec3<f32>, root_id: u32, dist_of
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let cone_factor = tan(fovy_rad / 2.) * 2.;
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let st_pointer = structure_table_pointer[root_id];
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if (!node_subdivided(st_pointer))
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{
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discard;
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var result: HitResult;
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result.color = vec4(0., 1., 0., 1.);
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result.hit_pos = ray_origin;
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@@ -236,6 +231,7 @@ fn new_traverse(ray_dir: vec3<f32>, ray_origin: vec3<f32>, root_id: u32, dist_of
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// Send request on structure table
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atomicAdd(&structure_table_request_buffer[root_id], 1);
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discard;
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var result: HitResult;
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result.color = vec4(0., 1., 0., 1.);
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result.hit_pos = ray_origin;
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@@ -270,7 +266,9 @@ fn new_traverse(ray_dir: vec3<f32>, ray_origin: vec3<f32>, root_id: u32, dist_of
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child_size = 1 << u32(node_shift - 2);
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var child_pos = (voxel >> vec3(u32(node_shift - 2))) & vec3(3);
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var pointer = structure_pool[dfs_stack[current_depth]].pointers[child_pos.x + child_pos.y * 4 + child_pos.z * 4 * 4];
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var child_index = child_pos.x + child_pos.y * 4 + child_pos.z * 4 * 4;
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var current_node = dfs_stack[current_depth];
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var pointer = structure_pool[current_node].pointers[child_index];
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let min_child_size = (length(vec3<f32>(voxel) - pos_origin) + dist_offset_voxel) * cone_factor;
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while(node_subdivided(pointer) &&
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@@ -280,7 +278,7 @@ fn new_traverse(ray_dir: vec3<f32>, ray_origin: vec3<f32>, root_id: u32, dist_of
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if(!node_pointer_valid(pointer) && node_subdivided(pointer))
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{
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// Record request
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atomicAdd(&request_buffer[dfs_stack[current_depth]].requests[child_pos.x + child_pos.y * 4 + child_pos.z * 4 * 4], 1);
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atomicAdd(&request_buffer[current_node].requests[child_pos.x + child_pos.y * 4 + child_pos.z * 4 * 4], 1);
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break;
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}
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@@ -290,21 +288,24 @@ fn new_traverse(ray_dir: vec3<f32>, ray_origin: vec3<f32>, root_id: u32, dist_of
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node_shift = (max_depth - current_depth) * 2;
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child_size = 1 << u32(node_shift - 2);
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child_pos = (voxel >> vec3(u32(node_shift - 2))) & vec3(3);
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dfs_stack[current_depth] = node_pointer(pointer);
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child_index = child_pos.x + child_pos.y * 4 + child_pos.z * 4 * 4;
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current_node = node_pointer(pointer);
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dfs_stack[current_depth] = current_node;
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pointer = structure_pool[dfs_stack[current_depth]].pointers[child_pos.x + child_pos.y * 4 + child_pos.z * 4 * 4];
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pointer = structure_pool[current_node].pointers[child_index];
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// Record usage
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usage_buffer[dfs_stack[current_depth]] = constants.frame_timestamp;
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usage_buffer[current_node] = constants.frame_timestamp;
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}
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// Check color
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let color = color_pool[dfs_stack[current_depth]].colors[child_pos.x + child_pos.y * 4 + child_pos.z * 4 * 4];
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let color = color_pool[current_node].colors[child_index];
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if(((color >> 24) & 0xFF) != 0)
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{
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var result: HitResult;
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result.color = unpack_color(color);
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//result.color = vec4<f32>(f32(iter) / 400.);
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result.hit_pos = (far_t / f32(1 << u32(max_depth * 2))) * ray_dir + ray_origin;
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return result;
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}
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@@ -350,17 +351,90 @@ fn new_traverse(ray_dir: vec3<f32>, ray_origin: vec3<f32>, root_id: u32, dist_of
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return result;
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}
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struct FragmentOutput {
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@location(0) color: vec4<f32>,
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@builtin(frag_depth) depth: f32, // Equivalent to gl_FragDepth
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}
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struct FragmentPrepassOutput {
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@builtin(frag_depth) depth: f32, // Equivalent to gl_FragDepth
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}
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@early_depth_test(less_equal)
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@fragment
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fn fragment_prepass(in: VertexOutput) -> FragmentPrepassOutput
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{
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let ray_dir = normalize(in.world_pos - in.cam_pos);
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let interp = box_inter(in.cam_pos - in.chunk_position, ray_dir, vec3(0.), vec3(1));
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let ray_origin = (in.cam_pos - in.chunk_position) + ray_dir * (max(0., interp.x));
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let result = new_traverse(ray_dir, ray_origin, in.structure_id, length(in.cam_pos - (ray_origin + in.chunk_position)));
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let clip_pos = constants.view_proj * vec4(result.hit_pos + in.chunk_position, 1.);
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let depth = clip_pos.z / clip_pos.w;
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var frag_out: FragmentPrepassOutput;
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//frag_out.color = result.color;
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//frag_out.color = result.color;
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frag_out.depth = depth;
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return frag_out;
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}
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@early_depth_test(less_equal)
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@fragment
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fn fragment(in: VertexOutput) -> FragmentOutput
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{
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//frag_out.color = vec4<f32>(2 * 0.01 / (100. + 0.01 - depth * (100. - 0.01)));
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let ray_dir = normalize(in.world_pos - in.cam_pos);
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let interp = box_inter(in.cam_pos - in.chunk_position, ray_dir, vec3(0.), vec3(1));
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let ray_origin = (in.cam_pos - in.chunk_position) + ray_dir * (max(0., interp.x));
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let result = new_traverse(ray_dir, ray_origin, in.structure_id, length(in.cam_pos - (ray_origin + in.chunk_position)));
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let clip_pos = constants.view_proj * vec4(result.hit_pos + in.chunk_position, 1.);
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let depth = clip_pos.z / clip_pos.w;
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var frag_out: FragmentOutput;
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//frag_out.color = result.color;
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frag_out.color = result.color;
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frag_out.depth = depth;
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return frag_out;
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//return vec4<f32>(ray_origin, 1.);
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//return frag_out;
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//return vec4(interp.y / 10.);
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}
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/*
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@fragment
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fn fragment(in: VertexOutput) -> @location(0) vec4<f32>
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{
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let st = structure_table_pointer[0];
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let subdivided = ((st >> 31) & 1) != 0;
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let pointer_valid = ((st >> 30) & 1) != 0;
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// Request stuff
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atomicAdd(&structure_table_request_buffer[0], 1);
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if(subdivided && !pointer_valid)
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{
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return vec4(0., 1., 0., 1.);
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}
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return vec4(1., 0., 0., 1.);
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}
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*/
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/*
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fn traverse(ray_dir: vec3<f32>, ray_origin: vec3<f32>, root_id: u32, dist_offset: f32) -> vec4<f32>
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{
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let st_pointer = structure_table_pointer[root_id];
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if (!node_subdivided(st_pointer))
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{
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discard;
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return vec4(0., 1., 0., 1.);
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}
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if(!node_pointer_valid(st_pointer))
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{
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atomicAdd(&structure_table_request_buffer[root_id], 1);
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discard;
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return vec4(0., 1., 0., 1.);
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}
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@@ -547,45 +621,4 @@ fn traverse(ray_dir: vec3<f32>, ray_origin: vec3<f32>, root_id: u32, dist_offset
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return vec4<f32>(1., 0., 1., 1.);
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}
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@early_depth_test(less_equal)
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@fragment
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fn fragment(in: VertexOutput) -> FragmentOutput
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{
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//frag_out.color = vec4<f32>(2 * 0.01 / (100. + 0.01 - depth * (100. - 0.01)));
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let ray_dir = normalize(in.world_pos - in.cam_pos);
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let interp = box_inter(in.cam_pos - in.chunk_position, ray_dir, vec3(0.), vec3(1));
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let ray_origin = (in.cam_pos - in.chunk_position) + ray_dir * (max(0., interp.x));
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let result = new_traverse(ray_dir, ray_origin, in.structure_id, length(in.cam_pos - (ray_origin + in.chunk_position)));
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let clip_pos = constants.view_proj * vec4(result.hit_pos + in.chunk_position, 1.);
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let depth = clip_pos.z / clip_pos.w;
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var frag_out: FragmentOutput;
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//frag_out.color = result.color;
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frag_out.color = result.color;
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frag_out.depth = depth;
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return frag_out;
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//return vec4<f32>(ray_origin, 1.);
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//return frag_out;
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//return vec4(interp.y / 10.);
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}
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/*
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@fragment
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fn fragment(in: VertexOutput) -> @location(0) vec4<f32>
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{
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let st = structure_table_pointer[0];
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let subdivided = ((st >> 31) & 1) != 0;
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let pointer_valid = ((st >> 30) & 1) != 0;
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// Request stuff
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atomicAdd(&structure_table_request_buffer[0], 1);
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if(subdivided && !pointer_valid)
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{
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return vec4(0., 1., 0., 1.);
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}
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return vec4(1., 0., 0., 1.);
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}
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*/
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