Generalize tiles per chunk row
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+12
-10
@@ -128,28 +128,30 @@ fn main() {
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flat out uint v_biome;
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const uint TILE_SIZE = 4u;
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const uint TILES_PER_CHUNK_ROW = 250u;
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const uint TRIANGLES_PER_CHUNK_ROW = TILES_PER_CHUNK_ROW * 2u + 2u;
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void main() {
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uint index_mod_502 = index % 502u;
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uint index_div_502 = index / 502u;
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uint index_div_502_mod_2 = index_div_502 % 2u;
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uint index_mod_502_div_2 = index_mod_502 / 2u;
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uint index_mod_triangles_per_chunk_row = index % TRIANGLES_PER_CHUNK_ROW;
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uint index_div_triangles_per_chunk_row = index / TRIANGLES_PER_CHUNK_ROW;
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uint index_div_triangles_per_chunk_row_mod_2 = index_div_triangles_per_chunk_row % 2u;
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uint index_mod_triangles_per_chunk_row_div_2 = index_mod_triangles_per_chunk_row / 2u;
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uint x = index_div_502_mod_2 == 0u ? index_mod_502_div_2 : 250u - index_mod_502_div_2;
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uint z = index_div_502 + index % 2u;
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uint x = index_div_triangles_per_chunk_row_mod_2 == 0u ? index_mod_triangles_per_chunk_row_div_2 : TILES_PER_CHUNK_ROW - index_mod_triangles_per_chunk_row_div_2;
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uint z = index_div_triangles_per_chunk_row + index % 2u;
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switch (index % 4u) {
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case 0u:
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v_tex_coords = vec2(index_div_502_mod_2, 0);
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v_tex_coords = vec2(index_div_triangles_per_chunk_row_mod_2, 0);
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break;
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case 1u:
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v_tex_coords = vec2(index_div_502_mod_2, 1);
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v_tex_coords = vec2(index_div_triangles_per_chunk_row_mod_2, 1);
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break;
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case 2u:
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v_tex_coords = vec2(1u - index_div_502_mod_2, 0);
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v_tex_coords = vec2(1u - index_div_triangles_per_chunk_row_mod_2, 0);
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break;
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default: // case 3u
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v_tex_coords = vec2(1u - index_div_502_mod_2, 1);
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v_tex_coords = vec2(1u - index_div_triangles_per_chunk_row_mod_2, 1);
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break;
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}
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v_biome = biome;
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@@ -13,6 +13,8 @@ pub struct CameraState {
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rotate_right: bool,
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}
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const SPEED: f32 = 1.0; //1.0;
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impl CameraState {
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pub fn new() -> CameraState {
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CameraState {
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@@ -118,8 +120,6 @@ impl CameraState {
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s.0 * f.1 - s.1 * f.0,
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);
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const SPEED: f32 = 100.0; //1.0;
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if self.moving_up {
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self.position.0 += u.0 * SPEED;
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self.position.1 += u.1 * SPEED;
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