somehow lost texturing need to look back
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@@ -10,6 +10,7 @@ layout(location = 0) out vec4 f_color;
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// This is bound by the descriptor set
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// Currently handled by the individual buffer and are 1:1
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layout(set = 0, binding = 0, rgba32ui) readonly uniform uimage2D img;
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void main() {
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ivec2 pos = ivec2(gl_FragCoord.x, gl_FragCoord.y);
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@@ -18,5 +19,5 @@ void main() {
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float gamma = 0.5;
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f_color.rgb = pow(f_color.rgb, vec3(1.0/gamma));
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f_color = vec4(1,1,1,0.5);
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}
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@@ -195,6 +195,7 @@ impl CanvasState {
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/// Using the dimensions and suggested usage, load a CanvasImage and return it's handle
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pub fn create_image(&mut self, dimensions: (u32, u32), usage: ImageUsage) -> Arc<CanvasImageHandle> {
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let handle = Arc::new(CanvasImageHandle { handle: self.image_buffers.len() as u32 });
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let image = CanvasImage {
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@@ -371,7 +372,7 @@ impl CanvasState {
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self.textured_vertex_buffer.insert(
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k.clone(),
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ImmutableBuffer::from_iter(
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v.first().unwrap().iter().cloned(),
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v.first().unwrap().iter().cloned(), // I don't think doing a first is the right thing
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BufferUsage::vertex_buffer(),
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self.queue.clone(),
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).unwrap().0,
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@@ -97,9 +97,9 @@ pub fn main() {
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let mut mouse_xy = Vector2i::new(0, 0);
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let sprite = Sprite::new_with_color((0., 0.), (0.1, 0.1), (1., 0., 0., 1.));
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let sprite2 = Sprite::new_with_color((-1., -0.5), (0.1, 0.1), (0., 1., 0., 1.));
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let sprite2 = Sprite::new_with_color((-0.3, -0.5), (0.1, 0.1), (0., 1., 0., 1.));
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let compu_sprite1 = CompuSprite::new((-1., -0.5), (0.1, 0.1),
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let compu_sprite1 = CompuSprite::new((-1., -0.5), (0.4, 0.4),
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// This swap image needs to match the size of the compute
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processor.new_swap_image((720, 756)));
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@@ -172,7 +172,7 @@ pub fn main() {
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canvas.draw(&sprite);
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canvas.draw(&sprite2);
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canvas.draw(&sprite3);
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//canvas.draw(&compu_sprite1);
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canvas.draw(&compu_sprite1);
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{
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let g = hprof::enter("Run");
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processor.run(&surface,
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