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learn-wgpu/code/intermediate/tutorial10-lighting/src/light.wgsl

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// Vertex shader
struct Camera {
view_pos: vec4<f32>;
view_proj: mat4x4<f32>;
};
[[group(0), binding(0)]]
var<uniform> camera: Camera;
struct Light {
position: vec3<f32>;
color: vec3<f32>;
};
[[group(1), binding(0)]]
var<uniform> light: Light;
struct VertexInput {
[[location(0)]] position: vec3<f32>;
};
struct VertexOutput {
[[builtin(position)]] clip_position: vec4<f32>;
[[location(0)]] color: vec3<f32>;
};
[[stage(vertex)]]
fn vs_main(
model: VertexInput,
) -> VertexOutput {
let scale = 0.25;
var out: VertexOutput;
out.clip_position = camera.view_proj * vec4<f32>(model.position * scale + light.position, 1.0);
out.color = light.color;
return out;
}
// Fragment shader
[[stage(fragment)]]
fn fs_main(in: VertexOutput) -> [[location(0)]] vec4<f32> {
return vec4<f32>(in.color, 1.0);
}