formatting
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@ -243,10 +243,10 @@
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#define Stringize(x) Stringize1(x)
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#define Stringize(x) Stringize1(x)
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//- Sizes
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//- Sizes
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#define Kibi(n) (n*1024ULL)
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#define Kibi(n) ((n) * (1ULL << 10))
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#define Mebi(n) (n*Kibi(1024ULL))
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#define Mebi(n) ((n) * (1ULL << 20))
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#define Gibi(n) (n*Mebi(1024ULL))
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#define Gibi(n) ((n) * (1ULL << 30))
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#define Tebi(n) (n*Gibi(1024ULL))
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#define Tebi(n) ((n) * (1ULL << 40))
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//- Time
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//- Time
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#define NsFromSeconds(s) ((i64)((s) * 1000000000.0))
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#define NsFromSeconds(s) ((i64)((s) * 1000000000.0))
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@ -294,6 +294,8 @@ ComputeShader(V_SimParticlesCS, 64)
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////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////
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//~ Shade
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//~ Shade
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// TODO: Remove this
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ComputeShader2D(V_ShadeCS, 8, 8)
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ComputeShader2D(V_ShadeCS, 8, 8)
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{
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{
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V_SharedFrame frame = G_Dereference<V_SharedFrame>(V_ShaderConst_Frame)[0];
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V_SharedFrame frame = G_Dereference<V_SharedFrame>(V_ShaderConst_Frame)[0];
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@ -314,15 +316,10 @@ ComputeShader2D(V_ShadeCS, 8, 8)
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Vec2 half_world_dims = Vec2(P_WorldPitch, P_WorldPitch) * 0.5;
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Vec2 half_world_dims = Vec2(P_WorldPitch, P_WorldPitch) * 0.5;
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b32 is_in_world = all(cell_pos >= 0) && all(cell_pos < countof(stains));
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b32 is_in_world = all(cell_pos >= 0) && all(cell_pos < countof(stains));
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//////////////////////////////
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//- Compute albedo
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Vec4 albedo = 0;
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//////////////////////////////
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//////////////////////////////
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//- Compute result
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//- Compute result
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Vec4 result = albedo;
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Vec4 result = 0;
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//////////////////////////////
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//////////////////////////////
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//- Write result
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//- Write result
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@ -639,6 +636,7 @@ PixelShader(V_CompositePS, V_CompositePSOutput, V_CompositePSInput input)
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// TODO: Remove this
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// TODO: Remove this
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Vec4 crosshair_color = 0;
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Vec4 crosshair_color = 0;
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if (!frame.is_editing)
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{
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{
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f32 dist = length(frame.screen_crosshair - screen_pos);
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f32 dist = length(frame.screen_crosshair - screen_pos);
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if (dist < 4)
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if (dist < 4)
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