81 lines
1.8 KiB
WebGPU Shading Language
81 lines
1.8 KiB
WebGPU Shading Language
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struct PointLight {
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position : vec4<f32>;
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};
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[[block]] struct PointLights {
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values : [[stride(16)]] array<PointLight>;
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};
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[[block]] struct Uniforms {
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worldView : mat4x4<f32>;
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proj : mat4x4<f32>;
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numPointLights : u32;
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color_source : u32;
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color : vec4<f32>;
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};
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[[binding(0), group(0)]] var<uniform> uniforms : Uniforms;
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[[binding(1), group(0)]] var<storage_buffer, read> pointLights : PointLights;
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[[binding(2), group(0)]] var mySampler: sampler;
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[[binding(3), group(0)]] var myTexture: texture_2d<f32>;
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struct FragmentInput {
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[[builtin(position)]] position : vec4<f32>;
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[[location(0)]] view_position : vec4<f32>;
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[[location(1)]] normal : vec4<f32>;
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[[location(2)]] uv : vec2<f32>;
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[[location(3)]] color : vec4<f32>;
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};
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struct FragmentOutput {
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[[location(0)]] color : vec4<f32>;
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};
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fn getColor(fragment : FragmentInput) -> vec4<f32>{
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var color : vec4<f32>;
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if(uniforms.color_source == 0u){
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// VERTEX COLOR
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color = fragment.color;
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}elseif(uniforms.color_source == 1u){
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// NORMALS
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// color = vec4<f32>(0.0, 0.0, 1.0, 1.0);
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color = fragment.normal;
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color.a = 1.0;
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}elseif(uniforms.color_source == 2u){
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// uniform color
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color = uniforms.color;
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}elseif(uniforms.color_source == 3u){
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// TEXTURE
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color = textureSample(myTexture, mySampler, fragment.uv);
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}
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return color;
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};
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[[stage(fragment)]]
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fn main(fragment : FragmentInput) -> FragmentOutput {
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var output : FragmentOutput;
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output.color = vec4<f32>(1.0, 0.0, 0.0, 1.0);
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ignore(uniforms);
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ignore(mySampler);
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ignore(myTexture);
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ignore(pointLights);
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// output.color.x = output.color.x + pointLights.values[0].position.x;
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return output;
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}
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