cyborg/shaders/mesh_forward.wgsl

39 lines
875 B
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>;
};
[[group(0), binding(0)]]
var<uniform> camera: CameraUniform;
[[stage(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;
return out;
}
[[stage(fragment)]]
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);
}