use tiled atlas texture sampling, increase shader speed using inv sqrt
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0c0aa792c1
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57 changed files with 3681 additions and 2982 deletions
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@ -1,8 +1,43 @@
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use core::ops::{Add, Mul, Sub};
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use crate::pxl8::pxl8_vec3;
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#[repr(C)]
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#[derive(Debug, Copy, Clone)]
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pub struct Vec2 {
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pub x: f32,
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pub y: f32,
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}
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pub type Vec3 = pxl8_vec3;
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#[repr(C)]
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#[derive(Debug, Copy, Clone)]
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pub struct Vec3 {
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pub x: f32,
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pub y: f32,
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pub z: f32,
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}
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#[repr(C)]
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#[derive(Debug, Copy, Clone)]
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pub struct Vec4 {
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pub x: f32,
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pub y: f32,
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pub z: f32,
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pub w: f32,
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}
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#[repr(C)]
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#[derive(Debug, Copy, Clone)]
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pub struct Mat4 {
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pub m: [f32; 16],
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}
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#[allow(non_camel_case_types)]
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pub type pxl8_vec2 = Vec2;
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#[allow(non_camel_case_types)]
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pub type pxl8_vec3 = Vec3;
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#[allow(non_camel_case_types)]
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pub type pxl8_vec4 = Vec4;
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#[allow(non_camel_case_types)]
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pub type pxl8_mat4 = Mat4;
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pub const VEC3_ZERO: Vec3 = Vec3 { x: 0.0, y: 0.0, z: 0.0 };
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pub const VEC3_Y: Vec3 = Vec3 { x: 0.0, y: 1.0, z: 0.0 };
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