Tweak wgpu data formats
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@ -35,7 +35,7 @@ impl Vertex {
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shader_location: 0,
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},
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VertexAttribute {
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format: VertexFormat::Uint8x4,
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format: VertexFormat::Unorm8x4,
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offset: std::mem::size_of::<[f32; 2]>() as BufferAddress,
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shader_location: 1,
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},
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@ -83,7 +83,7 @@ impl Renderer {
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module: &shader,
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entry_point: "fs_main",
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targets: &[Some(ColorTargetState {
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format: TextureFormat::Rgba8UnormSrgb,
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format: TextureFormat::Bgra8UnormSrgb,
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blend: Some(BlendState::ALPHA_BLENDING),
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write_mask: ColorWrites::ALL,
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})],
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@ -1,5 +1,5 @@
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struct VertexOutput {
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@builtin(position) position: vec2<f32>,
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@builtin(position) position: vec4<f32>,
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@location(0) color: vec4<f32>,
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};
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@ -9,7 +9,7 @@ fn vs_main(
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@location(1) color: vec4<f32>,
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) -> VertexOutput {
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var result: VertexOutput;
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result.position = position;
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result.position = vec4<f32>(position, 0.0, 1.0);
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result.color = color;
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return result;
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}
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