examples: rename texture-light -> advanced-gen-texture-light
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
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4 changed files with 2 additions and 2 deletions
75
examples/advanced-gen-texture-light/cube.wgsl
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75
examples/advanced-gen-texture-light/cube.wgsl
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struct CameraUniform {
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pos: vec4<f32>,
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view_proj: mat4x4<f32>,
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};
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struct InstanceInput {
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@location(3) model_matrix_0: vec4<f32>,
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@location(4) model_matrix_1: vec4<f32>,
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@location(5) model_matrix_2: vec4<f32>,
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@location(6) model_matrix_3: vec4<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) normal: vec3<f32>,
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@location(2) tex_coords: vec2<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) tex_coords: vec2<f32>,
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@location(1) normal: vec3<f32>,
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@location(2) position: vec3<f32>,
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};
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struct Light {
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position: vec4<f32>,
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color: vec4<f32>,
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};
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@group(0) @binding(0) var<uniform> camera: CameraUniform;
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@group(1) @binding(0) var t_diffuse: texture_2d<f32>;
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@group(1) @binding(1) var s_diffuse: sampler;
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@group(2) @binding(0) var<uniform> light: Light;
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@stage(vertex)
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fn vs_main(model: VertexInput, instance: InstanceInput) -> VertexOutput {
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let model_matrix = mat4x4<f32>(
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instance.model_matrix_0,
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instance.model_matrix_1,
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instance.model_matrix_2,
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instance.model_matrix_3,
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);
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var out: VertexOutput;
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let world_pos = model_matrix * vec4<f32>(model.position, 1.0);
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out.position = world_pos.xyz;
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out.normal = (model_matrix * vec4<f32>(model.normal, 0.0)).xyz;
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out.clip_position = camera.view_proj * world_pos;
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out.tex_coords = model.tex_coords;
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return out;
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}
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@stage(fragment)
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fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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let object_color = textureSample(t_diffuse, s_diffuse, in.tex_coords);
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let ambient = 0.1;
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let ambient_color = light.color.rbg * ambient;
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let light_dir = normalize(light.position.xyz - in.position);
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let diffuse = max(dot(in.normal, light_dir), 0.0);
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let diffuse_color = light.color.rgb * diffuse;
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let view_dir = normalize(camera.pos.xyz - in.position);
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let half_dir = normalize(view_dir + light_dir);
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let specular = pow(max(dot(in.normal, half_dir), 0.0), 32.0);
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let specular_color = light.color.rbg * specular;
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let all = ambient_color + diffuse_color + specular_color;
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let result = all * object_color.rbg;
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return vec4<f32>(result, object_color.a);
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}
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