super hacky texture index
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@@ -1,6 +1,5 @@
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use bevy::asset::LoadState;
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use bevy::pbr::{ExtendedMaterial, MaterialExtension};
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use bevy::render::render_resource::{AsBindGroup, ShaderRef};
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use bevy::pbr::{ExtendedMaterial};
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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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@@ -8,7 +7,6 @@ use world_generation::hex_utils::{offset_to_world, HexCoord};
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use world_generation::{
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heightmap::generate_heightmap, mesh_generator::generate_chunk_mesh, prelude::*,
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};
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use crate::prelude::*;
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pub struct PhosGamePlugin;
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@@ -82,6 +80,7 @@ fn check_texture(
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let array_layers = 7;
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image.reinterpret_stacked_2d_as_array(array_layers);
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atlas.is_loaded = true;
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map.ready = true;
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map.regenerate = true;
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@@ -175,7 +174,7 @@ fn create_map(mut commands: Commands) {
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border_size: 64.,
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size: UVec2::splat(1024 / Chunk::SIZE as u32),
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},
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2,
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4,
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);
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commands.insert_resource(heightmap);
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@@ -218,15 +217,3 @@ fn spawn_map(
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}
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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(100, dimension = "2d_array")]
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#[sampler(101)]
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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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