// blocks
//@CAMERA_STRUCT
struct TransformationUniforms {
transform_matrix: mat4x4<f32>,
};
@group(2) @binding(0)
var<uniform> transform_uniform: TransformationUniforms;
struct VertexInput {
@location(0) position: vec3<f32>,
@location(1) texture_coordinates: vec2<f32>,
};
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) texture_coordinates: vec2<f32>,
};
struct InstanceInput {
@location(3) model_matrix_0: vec4<f32>,
@location(4) model_matrix_1: vec4<f32>,
@location(5) model_matrix_2: vec4<f32>,
@location(6) model_matrix_3: vec4<f32>,
};
// Vertex Stage
@vertex
fn vs_main(input: 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.texture_coordinates = input.texture_coordinates;
//@CAMERA_VERTEX
return out;
}
// Fragment Stage
struct FragmentUniforms {
color: vec4<f32>,
};
@group(2) @binding(1)
var<uniform> fragment_uniforms: FragmentUniforms;
@group(0) @binding(0)
var texture_diffuse: texture_2d<f32>;
@group(0) @binding(1)
var sampler_diffuse: sampler;
@fragment
fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
if fragment_uniforms.color.w == 0.0 {
return textureSample(texture_diffuse, sampler_diffuse, input.texture_coordinates);
} else {
return textureSample(texture_diffuse, sampler_diffuse, input.texture_coordinates) * fragment_uniforms.color;
}
}