struct Camera {
view_proj: mat4x4<f32>,
};
@group(0) @binding(0)
var<uniform> camera: Camera;
struct VertexInput {
@location(0) pos: vec3<f32>,
@location(1) map: vec2<f32>,
}
struct InstanceInput {
@location(2) row0: vec4<f32>,
@location(3) row1: vec4<f32>,
@location(4) row2: vec4<f32>,
@location(5) row3: vec4<f32>,
};
struct VertexOutput {
@builtin(position) pos: vec4<f32>,
@location(0) map: vec2<f32>,
@location(1) world: vec3<f32>,
@location(2) space0: vec3<f32>,
@location(3) space1: vec3<f32>,
@location(4) space2: vec3<f32>,
@location(5) space3: vec3<f32>,
}
@vertex
fn vs_main(vert: VertexInput, instance: InstanceInput) -> VertexOutput {
let model = mat4x4<f32>(
instance.row0,
instance.row1,
instance.row2,
instance.row3,
);
var out: VertexOutput;
let world = model * vec4(vert.pos, 1.);
out.pos = camera.view_proj * world;
out.map = vert.map;
out.world = world.xyz;
switch spaces.len {
case 0u {}
case 1u {
out.space0 = (spaces.data[0].model * world).xzy;
}
case 2u {
out.space0 = (spaces.data[0].model * world).xzy;
out.space1 = (spaces.data[1].model * world).xzy;
}
case 3u {
out.space0 = (spaces.data[0].model * world).xzy;
out.space1 = (spaces.data[1].model * world).xzy;
out.space2 = (spaces.data[2].model * world).xzy;
}
case 4u {
out.space0 = (spaces.data[0].model * world).xzy;
out.space1 = (spaces.data[1].model * world).xzy;
out.space2 = (spaces.data[2].model * world).xzy;
out.space3 = (spaces.data[3].model * world).xzy;
}
default {}
}
return out;
}
@group(1) @binding(0)
var tdiff: texture_2d<f32>;
@group(1) @binding(1)
var sdiff: sampler;
@group(2) @binding(0)
var<uniform> ambient: vec4<f32>;
@group(2) @binding(1)
var<uniform> sources: Sources;
@group(3) @binding(0)
var<uniform> spaces: Spaces;
@group(3) @binding(1)
var space0_tdiff: texture_3d<f32>;
@group(3) @binding(2)
var space1_tdiff: texture_3d<f32>;
@group(3) @binding(3)
var space2_tdiff: texture_3d<f32>;
@group(3) @binding(4)
var space3_tdiff: texture_3d<f32>;
@group(3) @binding(5)
var space_sdiff: sampler;
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
let out = textureSample(tdiff, sdiff, in.map);
if out.w < 0.9 {
discard;
}
let light = ambient.rgb + diffuse_light(in.world) + space_light(
in.space0,
in.space1,
in.space2,
in.space3,
);
return vec4(light * out.rgb, out.a);
}