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learn-wgpu/code/beginner/tutorial8-depth/src/challenge.wgsl

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// Vertex shader
struct VertexInput {
@location(0) position: vec3<f32>,
@location(1) tex_coords: vec2<f32>,
}
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 = vec4<f32>(model.position, 1.0);
return out;
}
// Fragment shader
@group(0) @binding(0)
var t_shadow: texture_depth_2d;
@group(0)@binding(1)
var s_shadow: sampler_comparison;
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
let near = 0.1;
let far = 100.0;
let depth = textureSampleCompare(t_shadow, s_shadow, in.tex_coords, in.clip_position.w);
let r = (2.0 * near) / (far + near - depth * (far - near));
return vec4<f32>(vec3<f32>(r), 1.0);
}