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don't use position name twice to prevent collision on macos metal
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parent
b1245ffd7f
commit
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3 changed files with 4 additions and 4 deletions
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@ -90,7 +90,7 @@ pub fn create_rect_buffers(
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pub fn to_quad(rect_elt: &RectElt) -> Quad {
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pub fn to_quad(rect_elt: &RectElt) -> Quad {
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Quad {
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Quad {
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position: rect_elt.rect.top_left_coords.into(),
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pos: rect_elt.rect.top_left_coords.into(),
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width: rect_elt.rect.width,
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width: rect_elt.rect.width,
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height: rect_elt.rect.height,
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height: rect_elt.rect.height,
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color: to_slice(rect_elt.color),
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color: to_slice(rect_elt.color),
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@ -3,7 +3,7 @@
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/// A polygon with 4 corners
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/// A polygon with 4 corners
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#[derive(Copy, Clone)]
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#[derive(Copy, Clone)]
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pub struct Quad {
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pub struct Quad {
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pub position: [f32; 2],
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pub pos: [f32; 2],
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pub width: f32,
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pub width: f32,
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pub height: f32,
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pub height: f32,
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pub color: [f32; 4],
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pub color: [f32; 4],
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@ -13,7 +13,7 @@ struct VertexInput {
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};
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};
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struct Quad {
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struct Quad {
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@location(1) position: vec2<f32>;
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@location(1) pos: vec2<f32>; // can't use the name "position" twice for compatibility with metal on MacOS
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@location(2) width: f32;
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@location(2) width: f32;
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@location(3) height: f32;
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@location(3) height: f32;
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@location(4) color: vec4<f32>;
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@location(4) color: vec4<f32>;
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@ -38,7 +38,7 @@ fn vs_main(
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vec4<f32>(quad.width, 0.0, 0.0, 0.0),
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vec4<f32>(quad.width, 0.0, 0.0, 0.0),
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vec4<f32>(0.0, quad.height, 0.0, 0.0),
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vec4<f32>(0.0, quad.height, 0.0, 0.0),
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vec4<f32>(0.0, 0.0, 1.0, 0.0),
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vec4<f32>(0.0, 0.0, 1.0, 0.0),
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vec4<f32>(quad.position, 0.0, 1.0)
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vec4<f32>(quad.pos, 0.0, 1.0)
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);
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);
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var out: VertexOutput;
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var out: VertexOutput;
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