Improve mesh debug colors
This commit is contained in:
parent
30024a7e79
commit
398064aef0
|
@ -11,11 +11,16 @@ struct VertexInput {
|
|||
struct VertexOutput {
|
||||
[[builtin(position)]] clip_position: vec4<f32>;
|
||||
[[location(0)]] position: vec3<f32>;
|
||||
[[location(1)]] color: vec3<f32>;
|
||||
};
|
||||
|
||||
[[group(0), binding(0)]]
|
||||
var<uniform> camera: CameraUniform;
|
||||
|
||||
fn random(seed: u32, salt: f32) -> f32 {
|
||||
return abs(sin((f32(seed & u32(0x11111)) * 0.7071 + salt) * 78.233));
|
||||
}
|
||||
|
||||
[[stage(vertex)]]
|
||||
fn vs_main(
|
||||
[[builtin(instance_index)]] mesh_idx: u32,
|
||||
|
@ -27,6 +32,9 @@ fn vs_main(
|
|||
var out: VertexOutput;
|
||||
out.clip_position = camera.vp * vec4<f32>(world_pos, 1.0);
|
||||
out.position = world_pos;
|
||||
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;
|
||||
}
|
||||
|
||||
|
@ -34,5 +42,5 @@ fn vs_main(
|
|||
fn fs_main(
|
||||
frag: VertexOutput,
|
||||
) -> [[location(0)]] vec4<f32> {
|
||||
return vec4<f32>(sin(frag.position) * vec3<f32>(0.5) + vec3<f32>(0.5), 1.0);
|
||||
return vec4<f32>(frag.color, 1.0);
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue