70 lines
1.5 KiB
WebGPU Shading Language
70 lines
1.5 KiB
WebGPU Shading Language
struct PointLight {
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position : vec4<f32>;
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};
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[[block]]
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struct PointLights {
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values : [[stride(16)]] array<PointLight>;
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};
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[[block]]
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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, 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)]]
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position : vec4<f32>;
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[[location(0)]]
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view_position : vec4<f32>;
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[[location(1)]]
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normal : vec4<f32>;
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[[location(2)]]
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uv : vec2<f32>;
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[[location(3)]]
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color : vec4<f32>;
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};
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struct FragmentOutput {
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[[location(0)]]
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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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color = fragment.color;
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} elseif ((uniforms.color_source == 1u)) {
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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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color = uniforms.color;
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} elseif ((uniforms.color_source == 3u)) {
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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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return output;
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}
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