2025-05-05 20:07:20 +02:00

44 lines
1015 B
WebGPU Shading Language

struct VertexInput {
@location(0) position: vec3<f32>,
@location(1) color: vec3<f32>,
};
struct InstanceInput {
@location(5) model_row0: vec4<f32>,
@location(6) model_row1: vec4<f32>,
@location(7) model_row2: vec4<f32>,
@location(8) model_row3: vec4<f32>,
@location(9) color: vec3<f32>,
};
struct VSOutput {
@builtin(position) position: vec4<f32>,
@location(0) color: vec3<f32>,
};
struct Globals {
view_proj: mat4x4<f32>,
}
@group(0) @binding(0)
var<uniform> globals: Globals;
@vertex
fn vs_main(vertex: VertexInput, instance: InstanceInput) -> VSOutput {
var out: VSOutput;
let model = mat4x4<f32>(
instance.model_row0,
instance.model_row1,
instance.model_row2,
instance.model_row3
);
out.position = globals.view_proj * model * vec4<f32>(vertex.position, 1.0);
out.color = instance.color;
return out;
}
@fragment
fn fs_main(input: VSOutput) -> @location(0) vec4<f32> {
return vec4<f32>(input.color, 1.0);
}