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"""
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Advanced rasterizer implementation with modern features
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"""
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from typing import List, Tuple, Dict, Optional
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import numpy as np
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class AdvancedRasterizer:
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def __init__(self, driver):
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self.driver = driver
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self.tile_size = 16
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self.early_z = True
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self.msaa_samples = 1
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def configure(self,
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tile_size: int = 16,
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early_z: bool = True,
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msaa_samples: int = 1):
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"""Configure rasterizer settings"""
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self.tile_size = tile_size
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self.early_z = early_z
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self.msaa_samples = msaa_samples
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def setup_tiles(self, width: int, height: int) -> List[Tuple[int, int, int, int]]:
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"""Split framebuffer into tiles for efficient rendering"""
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tiles = []
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for y in range(0, height, self.tile_size):
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for x in range(0, width, self.tile_size):
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tile_w = min(self.tile_size, width - x)
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tile_h = min(self.tile_size, height - y)
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tiles.append((x, y, tile_w, tile_h))
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return tiles
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def rasterize_triangle(
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self,
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v0: Tuple[float, float, float],
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v1: Tuple[float, float, float],
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v2: Tuple[float, float, float],
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attributes: Dict[str, List[float]],
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framebuffer_width: int,
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framebuffer_height: int
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) -> List[Dict]:
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"""Rasterize a triangle with perspective-correct interpolation"""
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def to_screen(v):
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x = (v[0] + 1) * framebuffer_width * 0.5
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y = (v[1] + 1) * framebuffer_height * 0.5
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return (x, y, v[2])
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v0 = to_screen(v0)
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v1 = to_screen(v1)
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v2 = to_screen(v2)
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min_x = max(0, int(min(v0[0], v1[0], v2[0])))
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max_x = min(framebuffer_width - 1, int(max(v0[0], v1[0], v2[0])))
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min_y = max(0, int(min(v0[1], v1[1], v2[1])))
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max_y = min(framebuffer_height - 1, int(max(v0[1], v1[1], v2[1])))
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tiles = []
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tile_min_x = (min_x // self.tile_size) * self.tile_size
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tile_min_y = (min_y // self.tile_size) * self.tile_size
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tile_max_x = ((max_x + self.tile_size - 1) // self.tile_size) * self.tile_size
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tile_max_y = ((max_y + self.tile_size - 1) // self.tile_size) * self.tile_size
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for ty in range(tile_min_y, tile_max_y + 1, self.tile_size):
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for tx in range(tile_min_x, tile_max_x + 1, self.tile_size):
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tile_w = min(self.tile_size, framebuffer_width - tx)
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tile_h = min(self.tile_size, framebuffer_height - ty)
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tiles.append((tx, ty, tile_w, tile_h))
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fragments = []
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for tile_x, tile_y, tile_w, tile_h in tiles:
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tile_fragments = self._rasterize_tile(
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v0, v1, v2,
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attributes,
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tile_x, tile_y,
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tile_w, tile_h
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)
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fragments.extend(tile_fragments)
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return fragments
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def _rasterize_tile(
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self,
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v0: Tuple[float, float, float],
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v1: Tuple[float, float, float],
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v2: Tuple[float, float, float],
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attributes: Dict[str, List[float]],
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tile_x: int,
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tile_y: int,
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tile_w: int,
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tile_h: int
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) -> List[Dict]:
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"""Rasterize a triangle within a specific tile"""
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fragments = []
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def edge_function(a, b, p):
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return (p[0] - a[0]) * (b[1] - a[1]) - (p[1] - a[1]) * (b[0] - a[0])
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area = edge_function(v0, v1, v2)
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if abs(area) < 1e-6:
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return []
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inv_area = 1.0 / area
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if self.msaa_samples > 1:
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sample_positions = [
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(-0.375, -0.125), (0.375, -0.375),
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(-0.125, 0.375), (0.125, 0.125)
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][:self.msaa_samples]
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else:
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sample_positions = [(0.0, 0.0)]
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for y in range(tile_y, tile_y + tile_h):
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for x in range(tile_x, tile_x + tile_w):
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pixel_covered = False
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sample_depths = []
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sample_barycentrics = []
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for sx, sy in sample_positions:
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px = x + 0.5 + sx
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py = y + 0.5 + sy
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w0 = edge_function(v1, v2, (px, py)) * inv_area
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w1 = edge_function(v2, v0, (px, py)) * inv_area
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w2 = edge_function(v0, v1, (px, py)) * inv_area
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if w0 >= 0 and w1 >= 0 and w2 >= 0:
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pixel_covered = True
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z0, z1, z2 = v0[2], v1[2], v2[2]
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w = 1.0 / (w0/z0 + w1/z1 + w2/z2)
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correct_w0 = (w0/z0) * w
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correct_w1 = (w1/z1) * w
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correct_w2 = (w2/z2) * w
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depth = correct_w0 * z0 + correct_w1 * z1 + correct_w2 * z2
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sample_depths.append(depth)
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sample_barycentrics.append((correct_w0, correct_w1, correct_w2))
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if pixel_covered:
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final_depth = sum(sample_depths) / len(sample_depths)
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final_bary = tuple(
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sum(b[i] for b in sample_barycentrics) / len(sample_barycentrics)
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for i in range(3)
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)
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interpolated_attrs = {}
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for attr_name, attr_values in attributes.items():
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value = sum(
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w * v for w, v in zip(final_bary, attr_values)
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)
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interpolated_attrs[attr_name] = value
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fragment = {
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"x": x,
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"y": y,
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"depth": final_depth,
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"attributes": interpolated_attrs
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}
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fragments.append(fragment)
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return fragments
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def process_fragments(
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self,
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fragments: List[Dict],
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shader_program: Dict,
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chip_id: int = 0
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) -> List[Dict]:
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"""Process fragments using the fragment shader"""
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if not fragments:
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return []
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warp_size = 32
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processed_fragments = []
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for i in range(0, len(fragments), warp_size):
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warp_fragments = fragments[i:i + warp_size]
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for fragment in warp_fragments:
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if self.early_z and not self._depth_test(fragment):
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continue
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color = self._execute_fragment_shader(fragment, shader_program, chip_id)
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processed_fragment = {
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"x": fragment["x"],
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"y": fragment["y"],
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"depth": fragment["depth"],
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"color": color
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}
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processed_fragments.append(processed_fragment)
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return processed_fragments
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def _depth_test(self, fragment: Dict) -> bool:
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"""Perform depth testing"""
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return True
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def _execute_fragment_shader(
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self,
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fragment: Dict,
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shader_program: Dict,
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chip_id: int
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) -> Tuple[float, float, float, float]:
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"""Execute fragment shader program"""
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instructions = shader_program.get('instructions', [])
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color = [1.0, 1.0, 1.0, 1.0]
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for instr in instructions:
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op = instr.get('opcode')
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args = instr.get('args', [])
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if op == 'load_fragment_data':
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continue
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elif op == 'compute_color':
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attrs = fragment['attributes']
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if 'color' in attrs:
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color = attrs['color']
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else:
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x, y = fragment['x'], fragment['y']
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depth = fragment['depth']
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color = [
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(x % 256) / 255.0,
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(y % 256) / 255.0,
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depth,
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1.0
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]
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elif op == 'sample_texture':
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if 'texcoord' in fragment['attributes'] and len(args) > 0:
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tex_coord = fragment['attributes']['texcoord']
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pass
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elif op == 'compute_lighting':
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if all(attr in fragment['attributes'] for attr in ['normal', 'position']):
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normal = fragment['attributes']['normal']
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position = fragment['attributes']['position']
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pass
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return tuple(color)
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