// Debug mesh rendered at the light's position.
// Based on Learn WGPU's lighting tutorial:
// https://sotrh.github.io/learn-wgpu/intermediate/tutorial10-lighting/
@group(0) @binding(0)
var<uniform> camera: Camera;
@group(1) @binding(0)
var<uniform> light: Light;
@group(2) @binding(0)
var t_diffuse: texture_2d<f32>;
@group(2) @binding(1)
var s_diffuse: sampler;
struct Camera {
view_pos: vec4<f32>,
view: mat4x4<f32>,
view_proj: mat4x4<f32>,
inv_proj: mat4x4<f32>,
inv_view: mat4x4<f32>,
}
struct Light {
position: vec3<f32>,
color: vec3<f32>,
}
struct VertexInput {
@location(0) position: vec3<f32>,
@location(1) tex_coords: vec2<f32>,
};
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) color: vec3<f32>,
@location(1) tex_coords: vec2<f32>,
}
@vertex
fn vs_main(model: VertexInput) -> VertexOutput {
let scale = 3.0;
var out: VertexOutput;
out.clip_position = camera.view_proj * vec4<f32>(model.position * scale + light.position, 1.0);
out.color = light.color;
out.tex_coords = model.tex_coords;
return out;
}
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
let tex = textureSample(t_diffuse, s_diffuse, in.tex_coords);
return vec4<f32>(tex.rgb * in.color * 2.0, 1.0);
}