41 lines
852 B
WebGPU Shading Language
41 lines
852 B
WebGPU Shading Language
struct CameraUniform {
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eye: vec4<f32>,
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vp: mat4x4<f32>,
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};
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struct VertexInput {
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@location(0) position: vec3<f32>,
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@location(1) color: vec3<f32>
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};
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struct VertexOutput {
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@builtin(position) clip_position: vec4<f32>,
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@location(0) position: vec3<f32>,
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@location(1) color: vec3<f32>
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};
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@group(0) @binding(0)
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var<uniform> camera: CameraUniform;
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@vertex
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fn vs_main(
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@builtin(instance_index) mesh_idx: u32,
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@builtin(vertex_index) vertex_idx: u32,
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vertex: VertexInput,
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) -> VertexOutput {
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let world_pos = vertex.position;
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var out: VertexOutput;
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out.clip_position = camera.vp * vec4<f32>(world_pos, 1.0);
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out.position = world_pos;
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out.color = vertex.color;
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return out;
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}
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@fragment
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fn fs_main(
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frag: VertexOutput,
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) -> @location(0) vec4<f32> {
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return vec4<f32>(frag.color, 1.0);
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}
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