SolarEngine/simulator/src/shader.wgsl

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WebGPU Shading Language
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struct VertexInput {
@location(0) position: vec3<f32>,
@location(1) color: vec3<f32>,
};
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struct VertexOutput {
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@builtin(position) clip_position: vec4<f32>,
@location(0) color: vec3<f32>,
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};
@vertex
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fn vs_main(
model: VertexInput,
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) -> VertexOutput {
var out: VertexOutput;
out.color = model.color;
out.clip_position = vec4<f32>(model.position, 1.0);
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return out;
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}
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fn srgb_to_linear(c: f32) -> f32 {
return pow((c + 0.055) / 1.055, 2.4);
}
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@fragment
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fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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let linear_color = vec3<f32>(
srgb_to_linear(in.color.r),
srgb_to_linear(in.color.g),
srgb_to_linear(in.color.b),
);
return vec4<f32>(linear_color, 1.0);
}