struct Camera {
view_proj: mat4x4<f32>,
};
@group(0) @binding(0)
var<uniform> camera: Camera;
struct VertexInput {
@location(0) pos: vec3<f32>,
@location(1) col: vec3<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) col: vec3<f32>,
@location(1) world: 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.col = vert.col;
out.world = world.xyz;
return out;
}
@group(1) @binding(0)
var<uniform> sources: array<Source, 64>;
@group(1) @binding(1)
var<uniform> n_sources: u32;
@group(2) @binding(0)
var<uniform> ambient: vec3<f32>;
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
let result = light(in.world) * in.col;
return vec4(result, 1.);
}