fixes to uvs
wip on custom chunk shader
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@@ -1,4 +1,5 @@
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use bevy::prelude::*;
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use bevy::window::PresentMode;
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use bevy_inspector_egui::quick::WorldInspectorPlugin;
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mod phos;
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mod prelude;
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@@ -13,11 +14,8 @@ fn main() {
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title: "Phos".into(),
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name: Some("phos".into()),
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resolution: (1920.0, 1080.0).into(),
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resizable: false,
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enabled_buttons: bevy::window::EnabledButtons {
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maximize: false,
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..Default::default()
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},
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resizable: true,
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present_mode: PresentMode::AutoNoVsync,
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..default()
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}),
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..default()
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@@ -1,3 +1,5 @@
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use bevy::pbr::MaterialExtension;
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use bevy::render::render_resource::{AsBindGroup, ShaderRef};
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use bevy::{pbr::CascadeShadowConfig, prelude::*};
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use camera_system::PhosCameraPlugin;
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use iyes_perf_ui::prelude::*;
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@@ -166,3 +168,16 @@ fn create_map(
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commands.insert_resource(heightmap);
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}
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#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
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struct ChunkMaterial {
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#[texture(0, dimension = "2d_array")]
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#[sampler(1)]
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array_texture: Handle<Image>,
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}
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impl MaterialExtension for ChunkMaterial {
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fn fragment_shader() -> ShaderRef {
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"shaders/world/chunk.wgsl".into()
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}
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}
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