cyborg/shaders/mesh_forward.wgsl

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struct CameraUniform {
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eye: vec4<f32>,
vp: mat4x4<f32>,
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};
struct VertexInput {
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@location(0) position: vec3<f32>,
@location(1) tan_frame: u32,
};
struct VertexOutput {
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@builtin(position) clip_position: vec4<f32>,
@location(0) position: vec3<f32>,
@location(1) color: vec3<f32>,
};
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@group(0) @binding(0)
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var<uniform> camera: CameraUniform;
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fn random(seed: u32, salt: f32) -> f32 {
return abs(sin((f32(seed & u32(0x11111)) * 0.7071 + salt) * 78.233));
}
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@vertex
fn vs_main(
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@builtin(instance_index) mesh_idx: u32,
@builtin(vertex_index) vertex_idx: u32,
vertex: VertexInput,
) -> VertexOutput {
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let world_pos = vertex.position;
var out: VertexOutput;
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out.clip_position = camera.vp * vec4<f32>(world_pos, 1.0);
out.position = world_pos;
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out.color.r = random(vertex_idx, f32(1.0) + world_pos.x);
out.color.g = random(vertex_idx, f32(2.0) + world_pos.y);
out.color.b = random(vertex_idx, f32(3.0) + world_pos.z);
return out;
}
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@fragment
fn fs_main(
frag: VertexOutput,
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) -> @location(0) vec4<f32> {
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return vec4<f32>(frag.color, 1.0);
}