2022-08-12 21:22:37 +00:00
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#import bevy_pbr::mesh_view_bindings
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@group(1) @binding(0)
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var texture: texture_2d<f32>;
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@group(1) @binding(1)
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var our_sampler: sampler;
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@group(1) @binding(2)
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var noise: texture_2d<f32>;
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@group(1) @binding(3)
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var noise_sampler: sampler;
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@fragment
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fn fragment(
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@builtin(position) position: vec4<f32>,
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#import bevy_sprite::mesh2d_vertex_output
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) -> @location(0) vec4<f32> {
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let uv = position.xy / vec2<f32>(view.width, view.height);
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let uv = floor(uv * 400.0) / 400.0;
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2022-08-13 11:34:51 +00:00
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let col = textureSample(texture, our_sampler, uv);
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2022-08-12 21:22:37 +00:00
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return round(col * 50.0) / 50.0;
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}
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