kubi/kubi/shaders/world.wgsl
2023-07-18 02:41:34 +02:00

35 lines
712 B
WebGPU Shading Language

struct Uniform {
position_offset: vec3<f32>,
view_proj: mat4x4<f32>,
};
@group(1) @binding(0)
var<uniform> world: Uniform;
struct VertexInput {
@location(0) position: vec3<f32>,
@location(1) normal: vec3<f32>,
@location(2) uv: vec2<f32>,
@location(3) tex_index: u32,
}
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) tex_coords: vec2<f32>,
}
@vertex
fn vs_main(
model: VertexInput,
) -> VertexOutput {
var out: VertexOutput;
out.tex_coords = model.tex_coords;
out.clip_position = camera.view_proj * vec4<f32>(model.position, 1.0);
return out;
}
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
return vec4(1.0, 0.0, 0.0, 0.0);
}