biome mapping
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@@ -1,9 +1,6 @@
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use bevy::asset::{Asset, Handle};
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use bevy::pbr::{MaterialExtension, MaterialExtensionKey, MaterialExtensionPipeline, MaterialPipeline, MaterialPipelineKey};
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use bevy::prelude::{Component, Image, Mesh, Resource, TypePath};
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use bevy::render::mesh::{Indices, MeshVertexBufferLayout};
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use bevy::render::render_resource::{AsBindGroup, RenderPipelineDescriptor, ShaderRef, SpecializedMeshPipelineError};
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use world_generation::prelude::ATTRIBUTE_TEXTURE_INDEX;
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use bevy::asset::Handle;
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use bevy::prelude::{Component, Image, Resource};
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#[derive(Resource)]
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pub struct ChunkAtlas {
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@@ -19,33 +16,3 @@ pub struct PhosMap {
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#[derive(Component)]
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pub struct PhosChunk;
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#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
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pub struct ChunkMaterial {
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#[texture(100, dimension = "2d_array")]
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#[sampler(101)]
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pub 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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// fn specialize(
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// _pipeline: &MaterialExtensionPipeline,
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// descriptor: &mut RenderPipelineDescriptor,
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// layout: &MeshVertexBufferLayout,
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// _key: MaterialExtensionKey<Self>,
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// ) -> Result<(), SpecializedMeshPipelineError> {
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// let vertex_layout = layout.get_layout(&[
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// Mesh::ATTRIBUTE_POSITION.at_shader_location(0),
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// Mesh::ATTRIBUTE_UV_0.at_shader_location(1),
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// Mesh::ATTRIBUTE_NORMAL.at_shader_location(2),
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// ATTRIBUTE_TEXTURE_INDEX.at_shader_location(3),
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// ])?;
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// descriptor.vertex.buffers = vec![vertex_layout];
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// Ok(())
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// }
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}
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