cyborg/src/pass/debug_shader.wgsl

41 lines
852 B
WebGPU Shading Language

struct CameraUniform {
eye: vec4<f32>,
vp: mat4x4<f32>,
};
struct VertexInput {
@location(0) position: vec3<f32>,
@location(1) color: vec3<f32>
};
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;
@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 = vertex.color;
return out;
}
@fragment
fn fs_main(
frag: VertexOutput,
) -> @location(0) vec4<f32> {
return vec4<f32>(frag.color, 1.0);
}