35 lines
785 B
WebGPU Shading Language
35 lines
785 B
WebGPU Shading Language
struct CameraUniform {
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view_pos: vec4<f32>,
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view_proj: 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) 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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};
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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<uniform> light: Light;
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@vertex
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fn vs_main(model: VertexInput) -> VertexOutput {
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var out: VertexOutput;
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let world_pos = vec4<f32>(model.position + light.position.xyz, 1.0);
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out.clip_position = camera.view_proj * world_pos;
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return out;
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}
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@fragment
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fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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return vec4<f32>(1.0, 1.0, 1.0, 0.5);
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}
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