// Vertex shader struct Camera { view_pos: vec4; view_proj: mat4x4; }; [[group(1), binding(0)]] var camera: Camera; struct Light { position: vec3; color: vec3; }; [[group(2), binding(0)]] var light: Light; struct VertexInput { [[location(0)]] position: vec3; [[location(1)]] tex_coords: vec2; [[location(2)]] normal: vec3; }; struct InstanceInput { [[location(5)]] model_matrix_0: vec4; [[location(6)]] model_matrix_1: vec4; [[location(7)]] model_matrix_2: vec4; [[location(8)]] model_matrix_3: vec4; [[location(9)]] normal_matrix_0: vec3; [[location(10)]] normal_matrix_1: vec3; [[location(11)]] normal_matrix_2: vec3; }; struct VertexOutput { [[builtin(position)]] clip_position: vec4; [[location(0)]] tex_coords: vec2; [[location(1)]] world_normal: vec3; [[location(2)]] world_position: vec3; }; [[stage(vertex)]] fn vs_main( model: VertexInput, instance: InstanceInput, ) -> VertexOutput { let model_matrix = mat4x4( instance.model_matrix_0, instance.model_matrix_1, instance.model_matrix_2, instance.model_matrix_3, ); let normal_matrix = mat3x3( instance.normal_matrix_0, instance.normal_matrix_1, instance.normal_matrix_2, ); var out: VertexOutput; out.tex_coords = model.tex_coords; out.world_normal = normal_matrix * model.normal; var world_position: vec4 = model_matrix * vec4(model.position, 1.0); out.world_position = world_position.xyz; out.clip_position = camera.view_proj * world_position; return out; } // Fragment shader [[group(0), binding(0)]] var t_diffuse: texture_2d; [[group(0), binding(1)]] var s_diffuse: sampler; [[stage(fragment)]] fn fs_main(in: VertexOutput) -> [[location(0)]] vec4 { let object_color: vec4 = textureSample(t_diffuse, s_diffuse, in.tex_coords); // We don't need (or want) much ambient light, so 0.1 is fine let ambient_strength = 0.1; let ambient_color = light.color * ambient_strength; let light_dir = normalize(light.position - in.world_position); let view_dir = normalize(camera.view_pos.xyz - in.world_position); let half_dir = normalize(view_dir + light_dir); let diffuse_strength = max(dot(in.world_normal, light_dir), 0.0); let diffuse_color = light.color * diffuse_strength; let specular_strength = pow(max(dot(in.world_normal, half_dir), 0.0), 32.0); let specular_color = specular_strength * light.color; let result = (ambient_color + diffuse_color + specular_color) * object_color.xyz; return vec4(result, object_color.a); }