mirror of
https://github.com/Jozufozu/Flywheel.git
synced 2024-12-29 08:26:37 +01:00
Cool and normal
- Reimplement normal debug mode - Add debug mode for instance ID and light coordinates - Pass an id into _flw_main - Allow specifying how the debug color is applied, not sure if I want to keep it though - Do not store the debug mode in config
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parent
83119040d2
commit
0e00c7019d
10 changed files with 109 additions and 20 deletions
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@ -15,8 +15,10 @@ import net.minecraft.world.phys.Vec3;
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public class FrameUniforms implements UniformProvider {
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public static final int SIZE = 304;
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public int debugMode;
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public int debugOverlay;
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@Nullable
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@Nullable
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private RenderContext context;
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private final Matrix4f viewProjection = new Matrix4f();
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@ -70,7 +72,10 @@ public class FrameUniforms implements UniformProvider {
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MemoryUtil.memPutInt(ptr, getConstantAmbientLightFlag(context));
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ptr += 4;
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writeTime(ptr);
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ptr = writeTime(ptr);
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MemoryUtil.memPutInt(ptr, debugMode);
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MemoryUtil.memPutInt(ptr + 4, debugOverlay);
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}
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private long writeMatrices(long ptr) {
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@ -3,6 +3,8 @@ package com.jozufozu.flywheel.backend.engine.uniform;
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import com.jozufozu.flywheel.api.event.ReloadLevelRendererEvent;
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import com.jozufozu.flywheel.api.event.RenderContext;
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import com.jozufozu.flywheel.backend.gl.GlStateTracker;
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import com.jozufozu.flywheel.config.DebugMode;
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import com.jozufozu.flywheel.config.DebugOverlay;
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public class Uniforms {
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public static boolean frustumPaused = false;
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@ -53,6 +55,11 @@ public class Uniforms {
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ubo.update();
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}
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public static void setDebugMode(DebugMode mode, DebugOverlay visual) {
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frame().provider.debugMode = mode.ordinal();
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frame().provider.debugOverlay = visual.ordinal();
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}
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public static void onReloadLevelRenderer(ReloadLevelRendererEvent event) {
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if (frame != null) {
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frame.delete();
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@ -0,0 +1,8 @@
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package com.jozufozu.flywheel.config;
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public enum DebugMode {
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NONE,
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NORMALS,
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INSTANCE_ID,
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LIGHT,
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}
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@ -0,0 +1,7 @@
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package com.jozufozu.flywheel.config;
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public enum DebugOverlay {
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NONE,
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MUL,
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OVERRIDE,
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}
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@ -23,6 +23,7 @@ import net.minecraft.resources.ResourceLocation;
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import net.minecraft.world.entity.Entity;
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import net.minecraftforge.client.event.RegisterClientCommandsEvent;
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import net.minecraftforge.common.ForgeConfigSpec.ConfigValue;
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import net.minecraftforge.server.command.EnumArgument;
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public class FlwCommands {
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public static void registerClientCommands(RegisterClientCommandsEvent event) {
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@ -101,18 +102,32 @@ public class FlwCommands {
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}
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));
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// TODO
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command.then(Commands.literal("debugNormals"))
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.executes(context -> {
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LocalPlayer player = Minecraft.getInstance().player;
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if (player == null) return 0;
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command.then(Commands.literal("debug")
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.then(Commands.argument("mode", EnumArgument.enumArgument(DebugMode.class))
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.executes(context -> {
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LocalPlayer player = Minecraft.getInstance().player;
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if (player == null) return 0;
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player.displayClientMessage(Component.literal("This command is not yet implemented."), false);
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DebugMode mode = context.getArgument("mode", DebugMode.class);
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return Command.SINGLE_SUCCESS;
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});
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Uniforms.setDebugMode(mode, DebugOverlay.OVERRIDE);
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command.then(Commands.literal("debugCrumbling")
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return Command.SINGLE_SUCCESS;
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})
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.then(Commands.argument("overlay", EnumArgument.enumArgument(DebugOverlay.class))
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.executes(context -> {
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LocalPlayer player = Minecraft.getInstance().player;
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if (player == null) return 0;
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DebugMode mode = context.getArgument("mode", DebugMode.class);
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DebugOverlay visual = context.getArgument("overlay", DebugOverlay.class);
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Uniforms.setDebugMode(mode, visual);
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return Command.SINGLE_SUCCESS;
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}))));
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command.then(Commands.literal("crumbling")
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.then(Commands.argument("pos", BlockPosArgument.blockPos())
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.then(Commands.argument("stage", IntegerArgumentType.integer(0, 9))
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.executes(context -> {
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@ -132,12 +147,7 @@ public class FlwCommands {
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return Command.SINGLE_SUCCESS;
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}))));
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command.then(Commands.literal("debugFrustum")
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.then(Commands.literal("pause")
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.executes(context -> {
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Uniforms.frustumPaused = true;
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return 1;
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}))
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command.then(Commands.literal("frustum")
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.then(Commands.literal("unpause")
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.executes(context -> {
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Uniforms.frustumPaused = false;
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@ -12,6 +12,8 @@ uniform sampler2D _flw_lightTex;
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out vec4 _flw_outputColor;
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in vec4 _flw_debugColor;
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void _flw_main() {
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flw_sampleColor = texture(_flw_diffuseTex, flw_vertexTexCoord);
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flw_fragColor = flw_vertexColor * flw_sampleColor;
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@ -48,5 +50,14 @@ void _flw_main() {
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discard;
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}
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switch (_flw_debugOverlay) {
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case 1u:
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color *= _flw_debugColor;
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break;
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case 2u:
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color = _flw_debugColor;
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break;
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}
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_flw_outputColor = flw_fogFilter(color);
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}
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@ -1,6 +1,29 @@
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#include "flywheel:internal/fog_distance.glsl"
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void _flw_main(in FlwInstance instance) {
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// https://stackoverflow.com/a/17479300
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uint _flw_hash(in uint x) {
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x += (x << 10u);
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x ^= (x >> 6u);
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x += (x << 3u);
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x ^= (x >> 11u);
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x += (x << 15u);
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return x;
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}
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vec4 _flw_id2Color(in uint id) {
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uint x = _flw_hash(id);
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return vec4(
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float(x & 0xFFu) / 255.0,
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float((x >> 8u) & 0xFFu) / 255.0,
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float((x >> 16u) & 0xFFu) / 255.0,
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1.
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);
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}
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out vec4 _flw_debugColor;
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void _flw_main(in FlwInstance instance, in uint stableInstanceID) {
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_flw_layoutVertex();
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flw_beginVertex();
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flw_instanceVertex(instance);
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@ -12,4 +35,19 @@ void _flw_main(in FlwInstance instance) {
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flw_distance = fogDistance(flw_vertexPos.xyz, flw_cameraPos, flw_fogShape);
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gl_Position = flw_viewProjection * flw_vertexPos;
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switch (_flw_debugMode) {
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case 0u:
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_flw_debugColor = vec4(1.);
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break;
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case 1u:
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_flw_debugColor = vec4(flw_vertexNormal * .5 + .5, 1.);
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break;
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case 2u:
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_flw_debugColor = _flw_id2Color(stableInstanceID);
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break;
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case 3u:
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_flw_debugColor = vec4(vec2((flw_vertexLight * 15.0 + 0.5) / 16.), 0., 1.);
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break;
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}
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}
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@ -32,5 +32,5 @@ void main() {
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uint objectIndex = objectIndices[gl_BaseInstance + gl_InstanceID];
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FlwInstance instance = _flw_unpackInstance(objects[objectIndex].instance);
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_flw_main(instance);
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_flw_main(instance, objectIndex);
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}
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@ -9,5 +9,5 @@ void main() {
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FlwInstance instance = _flw_unpackInstance();
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_flw_main(instance);
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_flw_main(instance, uint(gl_InstanceID));
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}
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@ -29,6 +29,9 @@ layout(std140) uniform _FlwFrameUniforms {
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float flw_renderTicks;
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float flw_renderSeconds;
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uint _flw_debugMode;
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uint _flw_debugOverlay;
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};
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#define flw_cameraPos _flw_cameraPos.xyz
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