//! Aetheris Basic Shader (WGSL)
//! Standard Phase 1 3D rendering with lighting.
struct CameraUniform {
view_proj: mat4x4<f32>,
};
struct InstanceInput {
@location(2) model_matrix_0: vec4<f32>,
@location(3) model_matrix_1: vec4<f32>,
@location(4) model_matrix_2: vec4<f32>,
@location(5) model_matrix_3: vec4<f32>,
@location(6) color: vec4<f32>,
};
@group(0) @binding(0)
var<uniform> camera: CameraUniform;
struct VertexInput {
@location(0) position: vec3<f32>,
@location(1) normal: vec3<f32>,
};
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) world_normal: vec3<f32>,
@location(1) color: vec4<f32>,
};
@vertex
fn vs_main(
model: VertexInput,
instance: InstanceInput,
) -> VertexOutput {
let model_matrix = mat4x4<f32>(
instance.model_matrix_0,
instance.model_matrix_1,
instance.model_matrix_2,
instance.model_matrix_3,
);
var out: VertexOutput;
out.clip_position = camera.view_proj * model_matrix * vec4<f32>(model.position, 1.0);
// Note: Assuming uniform scaling. Un-uniform scaling requires inverse-transpose model matrix.
out.world_normal = (model_matrix * vec4<f32>(model.normal, 0.0)).xyz;
out.color = instance.color;
return out;
}
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
let light_dir = normalize(vec3<f32>(0.5, 1.0, 0.5));
let diffuse = max(dot(normalize(in.world_normal), light_dir), 0.1);
// Simple ambient + diffuse (clamped to prevent blowing out)
let final_color = in.color.rgb * clamp(diffuse + 0.2, 0.0, 1.0);
return vec4<f32>(final_color, in.color.a);
}