cyborg/shaders/mesh_forward.wgsl
2022-09-17 09:34:52 -06:00

47 lines
1.1 KiB
WebGPU Shading Language

struct CameraUniform {
eye: vec4<f32>,
vp: mat4x4<f32>,
};
struct VertexInput {
@location(0) position: vec3<f32>,
@location(1) tan_frame: u32,
};
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));
}
@vertex
fn vs_main(
@builtin(instance_index) mesh_idx: u32,
@builtin(vertex_index) vertex_idx: u32,
vertex: VertexInput,
) -> VertexOutput {
let world_pos = vertex.position;
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;
}
@fragment
fn fs_main(
frag: VertexOutput,
) -> @location(0) vec4<f32> {
return vec4<f32>(frag.color, 1.0);
}