struct VertexInput {
@location(0) position: vec3<f32>,
@location(1) tex_coords: vec2<f32>,
@location(2) color: vec4<f32>,
}
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) tex_coord: vec2<f32>,
@location(1) color: vec4<f32>,
@location(2) vertex_color: vec4<f32>
}
struct Uniforms {
color: vec4<f32>,
model_transform: mat4x4<f32>,
camera_transform: mat4x4<f32>,
}
struct DrawParam {
color: vec4<f32>,
model_transform: mat4x4<f32>,
camera_transform: mat4x4<f32>,
}
struct InstanceArray {
instances: array<DrawParam>,
}
struct InstanceArrayIndices {
indices: array<u32>,
}
@group(0) @binding(0)
var<uniform> uniforms: Uniforms;
@group(1) @binding(0)
var t: texture_2d<f32>;
@group(1) @binding(1)
var s: sampler;
@group(2) @binding(0)
var<storage, read> instances: InstanceArray;
@group(2) @binding(1)
var<storage, read> indices: InstanceArrayIndices;
@vertex
fn vs_main(
@builtin(instance_index) in_instance_index: u32,
model: VertexInput
) -> VertexOutput {
var index = indices.indices[in_instance_index];
var instance = instances.instances[index];
var out: VertexOutput;
out.clip_position = uniforms.camera_transform * uniforms.model_transform * instance.model_transform * vec4<f32>(model.position, 1.0);
out.tex_coord = model.tex_coords;
out.vertex_color = model.color;
out.color = uniforms.color * instance.color;
return out;
}
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
return in.color * in.vertex_color * textureSample(t, s, in.tex_coord);
}