Clean up a little bit of API code. Fix an issue with missing operator. Port random semi complex shader.
This commit is contained in:
@@ -514,6 +514,8 @@ binary :: (parse_state : *Parse_State, left : *AST_Node) -> *AST_Node {
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case .TOKEN_PLUS; #through;
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case .TOKEN_PLUSEQUALS; #through;
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case .TOKEN_MINUSEQUALS; #through;
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case .TOKEN_TIMESEQUALS; #through;
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case .TOKEN_DIVEQUALS; #through;
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case .TOKEN_MINUS; #through;
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case .TOKEN_STAR; #through;
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case .TOKEN_SLASH; #through;
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@@ -1448,13 +1448,13 @@ check_node :: (checker : *Semantic_Checker, node : *AST_Node) -> Type_Variable_H
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case .TOKEN_MINUS; #through;
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case .TOKEN_STAR; #through;
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case .TOKEN_SLASH; {
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if !types_compatible(checker, lhs_var, rhs_var, true) {
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if !types_compatible(checker, lhs_var, rhs_var) {
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type_mismatch(checker, node, node.children[1], lhs_var, rhs_var);
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return 0;
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}
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}
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case .TOKEN_ASSIGN; {
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if !types_compatible(checker, lhs_var, rhs_var, true) {
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if !types_compatible(checker, lhs_var, rhs_var) {
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type_mismatch(checker, node.parent, node.children[1], lhs_var, rhs_var);
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return 0;
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}
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@@ -1611,7 +1611,6 @@ types_compatible :: (checker : *Semantic_Checker, lhs : Type_Variable_Handle, rh
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case .Struct; {
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lhs_node := lhs_var.source_node;
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rhs_node := rhs_var.source_node;
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if rhs_var.type != .Struct && !param_matching {
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if lhs_var.typename == {
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case "float2"; #through;
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@@ -1626,7 +1625,6 @@ types_compatible :: (checker : *Semantic_Checker, lhs : Type_Variable_Handle, rh
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return false;
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}
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lhs_struct := find_symbol(checker, lhs_var.typename, xx 1);
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rhs_struct := find_symbol(checker, rhs_var.typename, xx 1);
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38
module.jai
38
module.jai
@@ -400,22 +400,7 @@ type_variable_to_field :: (checker : *Semantic_Checker, variable : *Type_Variabl
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return type_variable_to_field(checker.result_file.type_variables, checker.result_file.scope_stack, variable);
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}
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compile_file :: (compiler : *Shader_Compiler, paths : []string) -> Compile_Result {
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result : Compile_Result;
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for path : paths {
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add_file(*result, path);
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}
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lex(*result);
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parse(*result);
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check(*result);
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codegen(*result);
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if result.had_error {
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return result;
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}
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generate_output_data :: (result : *Compile_Result) {
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for *file : result.files {
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if file.vertex_entry_point.node {
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file.vertex_entry_point.name = file.vertex_entry_point.node.name;
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@@ -498,6 +483,27 @@ compile_file :: (compiler : *Shader_Compiler, paths : []string) -> Compile_Resul
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file.pixel_entry_point.return_value = field;
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}
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}
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}
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compile_file :: (compiler : *Shader_Compiler, paths : []string) -> Compile_Result {
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result : Compile_Result;
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for path : paths {
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add_file(*result, path);
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}
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lex(*result);
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parse(*result);
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check(*result);
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codegen(*result);
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if result.had_error {
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return result;
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}
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generate_output_data(*result);
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return result;
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}
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93
test/codegen/night_time.golden
Normal file
93
test/codegen/night_time.golden
Normal file
@@ -0,0 +1,93 @@
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float4 apply_night(float4 color);
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float4 apply_twilight(float4 color);
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float4 apply_morning(float4 color);
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float4 apply_dawn(float4 color);
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cbuffer __PROPERTIES : register(b0)
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{
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float __PROPERTIES__hour_of_day;
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}
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Texture2D __PROPERTIES__input_tex : register(t0);
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SamplerState __PROPERTIES__tex_sampler : register(s0);
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struct VS_Input
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{
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float3 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct VS_Output
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{
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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};
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VS_Output vs_main(VS_Input input)
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{
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VS_Output output;
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output.pos = float4(input.pos, 1.0f);
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output.uv = input.uv;
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return output;
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}
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float4 apply_night(float4 color)
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{
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float4 result = color;
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(result -= float4(0.3f, 0.2f, 0.0f, 0.0f));
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(result *= 0.8f);
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return result;
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}
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float4 apply_twilight(float4 color)
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{
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float4 result = color;
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(result += float4(0.2f, -0.1f, 0.1f, 0.0f));
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(result *= 0.9f);
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return result;
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}
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float4 apply_morning(float4 color)
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{
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return (color * 1.3f);
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}
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float4 apply_dawn(float4 color)
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{
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return color;
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}
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float4 ps_main(VS_Output input)
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{
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float4 sampled_color = __PROPERTIES__input_tex.Sample(__PROPERTIES__tex_sampler, input.uv);
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float t = 0.0f;
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float4 a = float4(0, 0, 0, 0);
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float4 b = float4(0, 0, 0, 0);
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if (__PROPERTIES__hour_of_day > 16)
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{
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t = ((__PROPERTIES__hour_of_day - 16) / 6);
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a = apply_twilight(sampled_color);
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b = apply_night(sampled_color);
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}
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else if (__PROPERTIES__hour_of_day > 12)
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{
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t = ((__PROPERTIES__hour_of_day - 12) / 6);
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a = sampled_color;
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b = apply_twilight(sampled_color);
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}
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else if (__PROPERTIES__hour_of_day > 6)
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{
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t = ((__PROPERTIES__hour_of_day - 6) / 6);
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a = apply_morning(sampled_color);
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b = sampled_color;
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}
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else if (__PROPERTIES__hour_of_day >= 0)
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{
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t = (__PROPERTIES__hour_of_day / 6);
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a = apply_night(sampled_color);
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b = apply_morning(sampled_color);
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}
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return lerp(a, b, t);
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}
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78
test/night_time.ink
Normal file
78
test/night_time.ink
Normal file
@@ -0,0 +1,78 @@
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p :: properties {
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input_tex : Texture2D;
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tex_sampler : Sampler;
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hour_of_day : float;
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}
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VS_Input :: struct {
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pos : float3 @position;
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uv : float2 @uv;
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}
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VS_Output :: struct {
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pos : float4 @outposition;
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uv : float2 @uv;
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}
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vertex main :: (input : VS_Input) -> VS_Output {
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output : VS_Output;
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output.pos = float4(input.pos, 1.0);
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output.uv = input.uv;
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return output;
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}
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apply_night :: (color : float4) -> float4 {
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result := color;
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result -= float4(0.3, 0.2, 0.0, 0.0);
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result *= 0.8;
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return result;
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}
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apply_twilight :: (color : float4) -> float4 {
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result := color;
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result += float4(0.2, -0.1, 0.1, 0.0);
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result *= 0.9;
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return result;
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}
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apply_morning :: (color : float4) -> float4 {
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return color * 1.3;
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}
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apply_dawn :: (color : float4) -> float4 {
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return color;
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}
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pixel main :: (input : VS_Output) -> float4 @outposition {
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sampled_color : float4 = sample(p.input_tex, p.tex_sampler, input.uv);
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t := 0.0;
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a := float4(0, 0, 0, 0);
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b := float4(0, 0, 0, 0);
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if p.hour_of_day > 16 {
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t = (p.hour_of_day - 16) / 6;
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a = apply_twilight(sampled_color);
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b = apply_night(sampled_color);
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} else if p.hour_of_day > 12 {
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t = (p.hour_of_day - 12) / 6;
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a = sampled_color;
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b = apply_twilight(sampled_color);
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} else if p.hour_of_day > 6 {
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t = (p.hour_of_day - 6) / 6;
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a = apply_morning(sampled_color);
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b = sampled_color;
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} else if p.hour_of_day >= 0 {
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t = p.hour_of_day / 6;
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a = apply_night(sampled_color);
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b = apply_morning(sampled_color);
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}
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return lerp(a, b, t);
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}
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