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path: root/client/src/shader.wgsl
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struct VertexIn {
    @location(0) x: f32,
    @location(1) y: f32,
    @location(2) z: f32,
    @location(3) nx: f32,
    @location(4) ny: f32,
    @location(5) nz: f32,
    @location(6) u: f32,
    @location(7) v: f32,
}
struct VertexOut {
    @builtin(position) clip: vec4<f32>,
    @location(0) normal: vec3<f32>,
    @location(1) uv: vec2<f32>,
}

@group(0) @binding(0) var tex_albedo: texture_2d<f32>;
@group(0) @binding(1) var tex_albedo_sampler: sampler;
var<push_constant> project: mat4x4<f32>;

@vertex
fn vs_main(vi: VertexIn) -> VertexOut {
    var clip = project * vec4(vi.x, vi.y, vi.z, -1.);
    clip /= clip.w;
    let vo = VertexOut(
        clip,
        vec3(vi.nx, vi.ny, vi.nz),
        vec2(vi.u, vi.v),
    );
    return vo;
}
@fragment
fn fs_main(vo: VertexOut) -> @location(0) vec4<f32> {
    return textureSample(tex_albedo, tex_albedo_sampler, vo.uv);
}