Implement side-by-side view
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			@ -57,7 +57,7 @@ fn fs_lefteye(in: VertexOutput) -> @location(0) vec4<f32> {
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@fragment
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fn fs_righteye(in: VertexOutput) -> @location(0) vec4<f32> {
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    let brt = textureSample(u_texture, u_sampler, in.tex_coords);
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    return colors.right * brt[1];
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    return colors.left * brt[1];
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}
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@fragment
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			@ -65,3 +65,15 @@ fn fs_anaglyph(in: VertexOutput) -> @location(0) vec4<f32> {
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    let brt = textureSample(u_texture, u_sampler, in.tex_coords);
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    return colors.left * brt[0] + colors.right * brt[1];
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}
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@fragment
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fn fs_sidebyside(in: VertexOutput) -> @location(0) vec4<f32> {
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    var point = in.tex_coords;
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    point.x = (point.x * 2.0) % 1.0;
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    let brt = textureSample(u_texture, u_sampler, point);
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    if in.tex_coords.x < 0.5 {
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        return colors.left * brt[0];
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    } else {
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        return colors.left * brt[1];
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    };
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}
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			@ -90,7 +90,10 @@ impl GameWindow {
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                for scale in 1..=4 {
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                    let label = format!("x{scale}");
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                    let scale = scale as f32;
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                    let dims = (384.0 * scale, 224.0 * scale + 22.0).into();
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                    let dims = {
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                        let Vec2 { x, y } = self.display_mode.proportions();
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                        Vec2::new(x * scale, y * scale + 22.0)
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                    };
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                    if ui
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                        .selectable_button((current_dims - dims).length() < 1.0, label)
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                        .clicked()
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			@ -102,6 +105,7 @@ impl GameWindow {
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            });
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            ui.menu_button("Display Mode", |ui| {
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                let old_proportions = self.display_mode.proportions();
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                if ui
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                    .selectable_option(&mut self.display_mode, DisplayMode::Anaglyph, "Anaglyph")
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                    .clicked()
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			@ -120,6 +124,25 @@ impl GameWindow {
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                {
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                    ui.close_menu();
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                }
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                if ui
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                    .selectable_option(
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                        &mut self.display_mode,
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                        DisplayMode::SideBySide,
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                        "Side by Side",
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                    )
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                    .clicked()
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                {
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                    ui.close_menu();
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                }
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                let new_proportions = self.display_mode.proportions();
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                let scale = new_proportions / old_proportions;
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                if scale != Vec2::new(1.0, 1.0) {
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                    let current_dims = ctx.input(|i| i.viewport().inner_rect.unwrap());
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                    let current_dims = current_dims.max - current_dims.min;
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                    ctx.send_viewport_cmd(ViewportCommand::InnerSize(current_dims * scale));
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                }
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            });
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            ui.menu_button("Colors", |ui| {
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                for preset in COLOR_PRESETS {
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			@ -183,9 +206,10 @@ impl AppWindow for GameWindow {
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    }
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    fn initial_viewport(&self) -> ViewportBuilder {
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        let dimensions = self.display_mode.proportions() + Vec2::new(0.0, 22.0);
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        ViewportBuilder::default()
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            .with_title("Shrooms VB")
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            .with_inner_size((384.0, 246.0))
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            .with_inner_size(dimensions)
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    }
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    fn show(&mut self, ctx: &Context) {
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			@ -1,6 +1,6 @@
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use std::{collections::HashMap, sync::Arc};
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use egui::{Color32, Rgba, Widget};
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use egui::{Color32, Rgba, Vec2, Widget};
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use wgpu::{util::DeviceExt as _, BindGroup, BindGroupLayout, Buffer, RenderPipeline};
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use crate::graphics::TextureSink;
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			@ -48,7 +48,7 @@ impl GameScreen {
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            ],
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        });
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        let shader = device.create_shader_module(wgpu::include_wgsl!("../anaglyph.wgsl"));
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        let shader = device.create_shader_module(wgpu::include_wgsl!("../game.wgsl"));
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        let render_pipeline_layout =
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            device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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                label: Some("render pipeline layout"),
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			@ -100,6 +100,10 @@ impl GameScreen {
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        render_pipelines.insert(DisplayMode::Anaglyph, create_render_pipeline("fs_anaglyph"));
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        render_pipelines.insert(DisplayMode::LeftEye, create_render_pipeline("fs_lefteye"));
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        render_pipelines.insert(DisplayMode::RightEye, create_render_pipeline("fs_righteye"));
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        render_pipelines.insert(
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            DisplayMode::SideBySide,
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            create_render_pipeline("fs_sidebyside"),
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        );
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        render_state
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            .renderer
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			@ -217,7 +221,10 @@ impl egui_wgpu::CallbackTrait for GameScreenCallback {
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        let top = viewport.top_px as f32;
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        let width = viewport.width_px as f32;
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        let height = viewport.height_px as f32;
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        let aspect_ratio = 384.0 / 224.0;
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        let aspect_ratio = {
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            let proportions = self.display_mode.proportions();
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            proportions.x / proportions.y
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        };
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        let w = width.min(height * aspect_ratio);
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        let h = height.min(width / aspect_ratio);
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        let x = left + (width - w) / 2.0;
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			@ -258,4 +265,14 @@ pub enum DisplayMode {
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    Anaglyph,
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    LeftEye,
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    RightEye,
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    SideBySide,
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}
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impl DisplayMode {
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    pub fn proportions(self) -> Vec2 {
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        match self {
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            Self::SideBySide => Vec2::new(768.0, 224.0),
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            _ => Vec2::new(384.0, 224.0),
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        }
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    }
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}
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