SolarEngine/src/shader.wgsl

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WebGPU Shading Language
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struct InstanceInput {
@location(5) model_matrix_0: vec4<f32>,
@location(6) model_matrix_1: vec4<f32>,
@location(7) model_matrix_2: vec4<f32>,
@location(8) model_matrix_3: vec4<f32>,
};
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// Vertex shader
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struct CameraUniform {
view_proj: mat4x4<f32>,
};
@group(1) @binding(0) // 1.
var<uniform> camera: CameraUniform;
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struct VertexInput {
@location(0) position: vec3<f32>,
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@location(1) tex_coords: vec2<f32>,
}
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struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
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@location(0) tex_coords: vec2<f32>,
}
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@vertex
fn vs_main(
model: VertexInput,
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instance: InstanceInput,
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) -> VertexOutput {
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let model_matrix = mat4x4<f32>(
instance.model_matrix_0,
instance.model_matrix_1,
instance.model_matrix_2,
instance.model_matrix_3,
);
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var out: VertexOutput;
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out.tex_coords = model.tex_coords;
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out.clip_position = camera.view_proj * model_matrix * vec4<f32>(model.position, 1.0);
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return out;
}
// Fragment shader
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@group(0) @binding(0)
var t_diffuse: texture_2d<f32>;
@group(0) @binding(1)
var s_diffuse: sampler;
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@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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return textureSample(t_diffuse, s_diffuse, in.tex_coords);
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}