81 lines
1.7 KiB
WebGPU Shading Language
81 lines
1.7 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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struct PointLights {
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values : array<PointLight>,
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};
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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) 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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} else if(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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} else if(uniforms.color_source == 2u){
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// uniform color
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color = uniforms.color;
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} else if(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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@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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_ = uniforms;
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_ = mySampler;
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_ = myTexture;
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_ = &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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