diff --git a/game/main/assets/shaders/world/chunk.wgsl b/game/main/assets/shaders/world/chunk.wgsl deleted file mode 100644 index cf17b3e..0000000 --- a/game/main/assets/shaders/world/chunk.wgsl +++ /dev/null @@ -1,91 +0,0 @@ -#import bevy_pbr::{ - pbr_fragment::pbr_input_from_standard_material, - pbr_functions::alpha_discard, -} -#import bevy_pbr::mesh_functions::{mesh_position_local_to_world,get_model_matrix,mesh_normal_local_to_world} -#import bevy_pbr::view_transformations::position_world_to_clip; - -#ifdef PREPASS_PIPELINE -#import bevy_pbr::{ - prepass_io::{VertexOutput, FragmentOutput}, - pbr_deferred_functions::deferred_output, -} -#else -#import bevy_pbr::{ - forward_io::{VertexOutput, FragmentOutput}, - pbr_functions::{apply_pbr_lighting, main_pass_post_lighting_processing}, -} -#endif - - -@group(2) @binding(100) var array_texture: texture_2d_array; -@group(2) @binding(101) var array_texture_sampler: sampler; -@fragment -fn fragment( - in: VertexOutput, - @builtin(front_facing) is_front: bool, -) -> FragmentOutput { -// var vin : VertexOutput; -// vin.position = in.position; -// vin.world_position = in.world_position; -// vin.world_normal = in.world_normal; -// vin.uv = in.uv; - - // generate a PbrInput struct from the StandardMaterial bindings - var pbr_input = pbr_input_from_standard_material(in, is_front); - - - // alpha discard - pbr_input.material.base_color = alpha_discard(pbr_input.material, pbr_input.material.base_color); - -#ifdef PREPASS_PIPELINE - // in deferred mode we can't modify anything after that, as lighting is run in a separate fullscreen shader. - let out = deferred_output(in, pbr_input); -#else - var out: FragmentOutput; - // apply lighting - - let index = floor(in.uv.x - 1) + 1; - var uv = in.uv; - uv.x = in.uv.x - index; - out.color = textureSample(array_texture, array_texture_sampler, uv, u32(index)); - - out.color *= apply_pbr_lighting(pbr_input); - - - - // apply in-shader post processing (fog, alpha-premultiply, and also tonemapping, debanding if the camera is non-hdr) - // note this does not include fullscreen postprocessing effects like bloom. - out.color = main_pass_post_lighting_processing(pbr_input, out.color); - -#endif - - return out; -} - -//struct Vertex { -// @builtin(instance_index) instance_index: u32, -// @location(0) position: vec3, -// @location(1) uv: vec2, -// @location(2) normal: vec3, -// @location(3) texture_index: u32, -//}; -// -//struct VOut { -// @builtin(position) position: vec4, -// @location(0) world_position: vec4, -// @location(1) world_normal: vec3, -// @location(2) uv: vec2, -//// @location(7) @interpolate(flat) texture_index: u32, -//}; -// -//@vertex -//fn vertex(vertex: Vertex) -> VOut { -// var out: VOut; -// out.world_position = mesh_position_local_to_world(get_model_matrix(vertex.instance_index), vec4(vertex.position, 1.0)); -// out.position = position_world_to_clip(out.world_position.xyz); -//// out.texture_index = vertex.texture_index; -// out.uv = vertex.uv; -// out.world_normal = mesh_normal_local_to_world(vertex.normal, vertex.instance_index); -// return out; -//} diff --git a/game/main/assets/textures/world/stack.png b/game/main/assets/textures/world/stack.png deleted file mode 100644 index daf9589..0000000 Binary files a/game/main/assets/textures/world/stack.png and /dev/null differ diff --git a/game/main/assets/textures/world/test.png b/game/main/assets/textures/world/test.png deleted file mode 100644 index f11c9bf..0000000 Binary files a/game/main/assets/textures/world/test.png and /dev/null differ diff --git a/game/main/assets/textures/world/test2.png b/game/main/assets/textures/world/test2.png deleted file mode 100644 index 4b2ba3c..0000000 Binary files a/game/main/assets/textures/world/test2.png and /dev/null differ diff --git a/game/main/assets/tiles/Terra/Grass.tile.json b/game/main/assets/tiles/Terra/Grass.tile.json deleted file mode 100644 index dd48965..0000000 --- a/game/main/assets/tiles/Terra/Grass.tile.json +++ /dev/null @@ -1,5 +0,0 @@ -{ - "name": "Grass", - "texture_id": 1, - "side_texture_id": 2 -} \ No newline at end of file