Completed challange 2
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@@ -20,6 +20,7 @@ fn vs_main(@builtin(vertex_index) in_vertex_index: u32,) -> VertexOutput {
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fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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return in.color;
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return in.color;
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}
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}
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@fragment
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fn fs_alt(in: VertexOutput) -> @location(0) vec4<f32> {
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fn fs_alt(in: VertexOutput) -> @location(0) vec4<f32> {
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return vec4<f32>{0.3f, 0.7f, 0.7f};
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return vec4<f32>(0.3, 0.7, 0.7, 1.0);
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}
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}
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110
src/window.rs
110
src/window.rs
@@ -22,9 +22,11 @@ pub struct State {
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// unsafe references to the window's resources.
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// unsafe references to the window's resources.
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window: winit::window::Window,
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window: winit::window::Window,
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// Handle to a rendering pipeline
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// Handle to a rendering pipeline
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render_pipeline1: wgpu::RenderPipeline,
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render_pipeline: wgpu::RenderPipeline,
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//Challenge 2: Alternate pipeline
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render_pipeline2: wgpu::RenderPipeline,
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render_pipeline2: wgpu::RenderPipeline,
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// Clear color
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challange2: bool,
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// Challenge 1: Clear Color
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clear_color: wgpu::Color,
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clear_color: wgpu::Color,
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}
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}
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@@ -98,46 +100,7 @@ impl State {
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push_constant_ranges: &[],
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push_constant_ranges: &[],
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});
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});
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//Create final render pipeline
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//Create final render pipeline
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let render_pipeline1 = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Render Pipeline"),
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layout: Some(&render_pipeline_layout),
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: "vs_main", // 1.
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buffers: &[], // 2.
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},
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fragment: Some(wgpu::FragmentState {
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// 3.
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module: &shader,
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entry_point: "fs_main",
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targets: &[Some(wgpu::ColorTargetState {
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// 4.
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format: config.format,
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blend: Some(wgpu::BlendState::REPLACE),
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write_mask: wgpu::ColorWrites::ALL,
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})],
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}),
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList, // 1.
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strip_index_format: None,
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front_face: wgpu::FrontFace::Ccw, // 2.
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cull_mode: Some(wgpu::Face::Back),
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// Setting this to anything other than Fill requires Features::NON_FILL_POLYGON_MODE
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polygon_mode: wgpu::PolygonMode::Fill,
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// Requires Features::DEPTH_CLIP_CONTROL
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unclipped_depth: false,
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// Requires Features::CONSERVATIVE_RASTERIZATION
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conservative: false,
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},
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depth_stencil: None, // 1.
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multisample: wgpu::MultisampleState {
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count: 1, // 2.
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mask: !0, // 3.
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alpha_to_coverage_enabled: false, // 4.
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},
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multiview: None, // 5.
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});
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let render_pipeline2 = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Render Pipeline"),
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label: Some("Render Pipeline"),
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layout: Some(&render_pipeline_layout),
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layout: Some(&render_pipeline_layout),
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vertex: wgpu::VertexState {
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vertex: wgpu::VertexState {
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@@ -177,6 +140,46 @@ impl State {
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multiview: None, // 5.
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multiview: None, // 5.
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});
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});
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let challange2 = false;
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let render_pipeline2 = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Render Pipeline"),
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layout: Some(&render_pipeline_layout),
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: "vs_main", // 1.
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buffers: &[], // 2.
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},
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fragment: Some(wgpu::FragmentState {
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// 3.
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module: &shader,
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entry_point: "fs_alt",
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targets: &[Some(wgpu::ColorTargetState {
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// 4.
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format: config.format,
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blend: Some(wgpu::BlendState::REPLACE),
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write_mask: wgpu::ColorWrites::ALL,
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})],
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}),
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList, // 1.
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strip_index_format: None,
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front_face: wgpu::FrontFace::Ccw, // 2.
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cull_mode: Some(wgpu::Face::Back),
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// Setting this to anything other than Fill requires Features::NON_FILL_POLYGON_MODE
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polygon_mode: wgpu::PolygonMode::Fill,
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// Requires Features::DEPTH_CLIP_CONTROL
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unclipped_depth: false,
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// Requires Features::CONSERVATIVE_RASTERIZATION
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conservative: false,
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},
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depth_stencil: None, // 1.
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multisample: wgpu::MultisampleState {
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count: 1, // 2.
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mask: !0, // 3.
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alpha_to_coverage_enabled: false, // 4.
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},
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multiview: None, // 5.
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});
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let clear_color = wgpu::Color {
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let clear_color = wgpu::Color {
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r: 0.0,
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r: 0.0,
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@@ -193,6 +196,8 @@ impl State {
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config,
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config,
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size,
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size,
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render_pipeline,
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render_pipeline,
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render_pipeline2,
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challange2,
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clear_color,
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clear_color,
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}
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}
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}
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}
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@@ -212,8 +217,7 @@ impl State {
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fn input(&mut self, event: &WindowEvent) -> bool {
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fn input(&mut self, event: &WindowEvent) -> bool {
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match event {
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match event {
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WindowEvent::CursorLeft { .. } => {
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WindowEvent::MouseInput { .. } => {
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ren
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self.clear_color = wgpu::Color {
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self.clear_color = wgpu::Color {
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r: 0.5, // Example values for when mouse is clicked
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r: 0.5, // Example values for when mouse is clicked
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g: 0.5,
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g: 0.5,
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@@ -223,15 +227,12 @@ impl State {
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true
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true
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}
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}
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WindowEvent::KeyboardInput { input, .. } => {
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WindowEvent::KeyboardInput { input, .. } => {
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if let Some(virtual_keycode) = input.virtual_keycode {
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match input.virtual_keycode.expect("Not a keycode") {
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match virtual_keycode {
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VirtualKeyCode::Space => {
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VirtualKeyCode::Space => {
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self.challange2 ^= true;
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true
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}
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_ => true,
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}
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}
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} else {
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_ => false,
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false
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}
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}
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}
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}
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_ => true,
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_ => true,
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@@ -267,7 +268,10 @@ impl State {
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depth_stencil_attachment: None,
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depth_stencil_attachment: None,
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});
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});
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render_pass.set_pipeline(&self.render_pipeline); // 2.
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match self.challange2 {
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true => render_pass.set_pipeline(&self.render_pipeline),
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false => render_pass.set_pipeline(&self.render_pipeline2),
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};
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render_pass.draw(0..3, 0..1); // 3.
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render_pass.draw(0..3, 0..1); // 3.
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}
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}
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