WIP shadowmapping
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2fdae1a23a
commit
ac67a3d4de
9 changed files with 270 additions and 122 deletions
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@ -34,6 +34,8 @@ pub struct State {
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light_buffer: wgpu::Buffer,
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light_debug_pass: RenderPass,
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light_bind_group: wgpu::BindGroup,
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light_depth_pass: RenderPass,
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light_depth_texture: Texture,
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}
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impl State {
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@ -121,6 +123,19 @@ impl State {
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let camera_controller = CameraController::new(400.0, 2.0);
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let depth_texture = Texture::create_depth_texture(
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&device,
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&config,
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"depth_texture",
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Some(wgpu::CompareFunction::LessEqual),
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);
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let light_depth_texture = Texture::create_depth_texture(
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&device,
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&config,
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"light_depth_texture",
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Some(wgpu::CompareFunction::LessEqual),
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);
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let light_uniform = LightUniform::new([100.0, 60.0, 0.0], [1.0, 1.0, 1.0, 200000.0]);
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// We'll want to update our lights position, so we use COPY_DST
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@ -132,26 +147,55 @@ impl State {
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let light_bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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entries: &[wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: None,
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entries: &[
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: None,
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},
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count: None,
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},
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count: None,
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}],
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label: None,
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// depth
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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multisampled: false,
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view_dimension: wgpu::TextureViewDimension::D2,
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sample_type: wgpu::TextureSampleType::Depth,
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},
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 2,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Comparison),
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count: None,
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},
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],
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label: Some("Light Bind Group Layout"),
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});
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let light_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &light_bind_group_layout,
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: light_buffer.as_entire_binding(),
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}],
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label: None,
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: light_buffer.as_entire_binding(),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::TextureView(&light_depth_texture.view),
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},
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wgpu::BindGroupEntry {
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binding: 2,
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resource: wgpu::BindingResource::Sampler(&light_depth_texture.sampler),
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},
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],
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label: Some("Light Bind Group"),
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});
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surface.configure(&device, &config);
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@ -244,20 +288,19 @@ impl State {
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usage: wgpu::BufferUsages::VERTEX,
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});
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let depth_texture = Texture::create_depth_texture(&device, &config, "depth_texture");
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let geometry_pass = RenderPass::new(
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&device,
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&[
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&texture_bind_group_layout,
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&camera_bind_group_layout,
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&light_bind_group_layout,
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&texture_bind_group_layout,
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],
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&[],
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"pbr.wgsl",
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config.format,
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Some(config.format),
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Some(Texture::DEPTH_FORMAT),
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&[ModelVertex::desc(), InstanceRaw::desc()],
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"geometry pass",
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);
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let light_debug_pass = RenderPass::new(
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@ -265,9 +308,25 @@ impl State {
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&[&camera_bind_group_layout, &light_bind_group_layout],
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&[],
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"light.wgsl",
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config.format,
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Some(config.format),
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Some(Texture::DEPTH_FORMAT),
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&[ModelVertex::desc()],
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"light debug pass",
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);
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let light_depth_pass = RenderPass::new(
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&device,
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&[
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&camera_bind_group_layout,
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&light_bind_group_layout,
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&texture_bind_group_layout,
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],
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&[],
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"depth.wgsl",
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None,
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Some(Texture::DEPTH_FORMAT),
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&[ModelVertex::desc(), InstanceRaw::desc()],
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"light depth pass",
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);
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Self {
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@ -291,6 +350,8 @@ impl State {
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light_buffer,
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light_debug_pass,
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light_bind_group,
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light_depth_pass,
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light_depth_texture,
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}
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}
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@ -303,8 +364,18 @@ impl State {
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self.camera
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.projection
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.resize(new_size.width, new_size.height);
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self.depth_texture =
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Texture::create_depth_texture(&self.device, &self.config, "depth_texture");
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self.depth_texture = Texture::create_depth_texture(
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&self.device,
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&self.config,
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"depth_texture",
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Some(wgpu::CompareFunction::LessEqual),
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);
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self.light_depth_texture = Texture::create_depth_texture(
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&self.device,
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&self.config,
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"light_depth_texture",
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Some(wgpu::CompareFunction::LessEqual),
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);
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}
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}
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@ -351,6 +422,33 @@ impl State {
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label: Some("Render Encoder"),
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});
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/*
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{
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let mut light_depth_render_pass =
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encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("Light Depth Render Pass"),
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color_attachments: &[],
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depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
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view: &self.light_depth_texture.view,
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depth_ops: Some(wgpu::Operations {
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load: wgpu::LoadOp::Clear(1.0),
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store: true,
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}),
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stencil_ops: None,
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}),
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});
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light_depth_render_pass.set_vertex_buffer(1, self.instance_buffer.slice(..));
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light_depth_render_pass.set_pipeline(&self.light_depth_pass.pipeline);
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light_depth_render_pass.draw_model_instanced(
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&self.model,
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0..self.instances.len() as u32,
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&self.camera_bind_group, // TODO light projection
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&self.light_bind_group, // TODO remove
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);
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}
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*/
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{
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let mut geom_render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("Geometry Render Pass"),
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