refactor(render): trim Atlas and Shaders
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@@ -8,7 +8,9 @@ namespace vf {
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// A procedurally generated texture-array atlas: one RGBA tile per layer,
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// indexed by the tile ids that Block.h assigns to each face. Built in code so
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// the demo has no binary asset dependency.
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// the demo has no binary asset dependency. The colours and the patterns come
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// from vf::TilePalette and are drawn by vf::TileSampler, both in core/ and both
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// under test; this header only describes the buffer they are written into.
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struct Atlas {
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int tileSize = 16;
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int layers = tileCount;
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