struct LightData {
position: vec4<f32>,
color: vec4<f32>,
direction: vec4<f32>,
params: vec4<f32>,
};
struct SceneUniforms {
view_proj: mat4x4<f32>,
camera_pos: vec4<f32>,
sun_direction: vec4<f32>,
sun_color: vec4<f32>,
lights: array<LightData, 10>,
light_view_proj: array<mat4x4<f32>, 4>,
cascade_splits: vec4<f32>,
camera_forward: vec4<f32>,
cascade_params: vec4<f32>,
num_lights: u32,
_pad_scene: vec3<u32>,
};
@group(0) @binding(0)
var<uniform> scene: SceneUniforms;
@group(1) @binding(0)
var t_diffuse: texture_2d<f32>;
@group(1) @binding(1)
var s_diffuse: sampler;
struct SkeletonData {
joints: array<mat4x4<f32>, 128>, // Maksimum 64 kemik destegi
};
@group(3) @binding(0)
var<uniform> skeleton: SkeletonData;
struct InstanceRaw {
model_matrix_0: vec4<f32>,
model_matrix_1: vec4<f32>,
model_matrix_2: vec4<f32>,
model_matrix_3: vec4<f32>,
albedo_color: vec4<f32>,
pbr: vec4<f32>,
};
@group(4) @binding(0)
var<storage, read> instances: array<InstanceRaw>;
struct VertexInput {
@location(0) position: vec3<f32>,
@location(1) color: vec3<f32>,
@location(2) normal: vec3<f32>,
@location(3) tex_coords: vec2<f32>,
@location(4) joint_indices: vec4<u32>,
@location(5) joint_weights: vec4<f32>,
};
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) color: vec3<f32>,
@location(1) tex_coords: vec2<f32>,
@location(2) inst_albedo: vec4<f32>,
@location(3) world_pos: vec3<f32>,
};
@vertex
fn vs_main(@builtin(instance_index) instance_idx: u32, input: VertexInput) -> VertexOutput {
var out: VertexOutput;
out.color = input.color;
out.tex_coords = input.tex_coords;
let inst = instances[instance_idx];
let model = mat4x4<f32>(
inst.model_matrix_0,
inst.model_matrix_1,
inst.model_matrix_2,
inst.model_matrix_3,
);
out.inst_albedo = inst.albedo_color;
let world_pos_4 = model * vec4<f32>(input.position, 1.0);
out.world_pos = world_pos_4.xyz;
out.clip_position = scene.view_proj * world_pos_4;
return out;
}
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
let coord = in.world_pos.xz;
let grid_size = 1.0;
let grid_coord = coord / grid_size;
let derivative = fwidth(grid_coord);
let grid_abs = abs(fract(grid_coord - 0.5) - 0.5) / derivative;
let line_val = min(grid_abs.x, grid_abs.y);
let is_line = 1.0 - min(line_val, 1.0);
let dist_x = abs(coord.x) / derivative.x;
let dist_y = abs(coord.y) / derivative.y; // coord.y is actually world Z
var color = vec3<f32>(0.5, 0.5, 0.5); // base color
let axis_width = 1.5;
// Axes: X (red), Z (blue)
if dist_y < axis_width {
color = vec3<f32>(1.0, 0.2, 0.2);
} else if dist_x < axis_width {
color = vec3<f32>(0.2, 0.2, 1.0);
}
// Major lines every 10 units
let major_grid_coord = coord / 10.0;
let major_derivative = fwidth(major_grid_coord);
let major_grid_abs = abs(fract(major_grid_coord - 0.5) - 0.5) / major_derivative;
let major_line_val = min(major_grid_abs.x, major_grid_abs.y);
let is_major_line = 1.0 - min(major_line_val, 1.0);
if (dist_y >= axis_width && dist_x >= axis_width && is_major_line > 0.0) {
color = vec3<f32>(0.8, 0.8, 0.8);
}
let alpha_multiplier = max(is_line * 0.3, is_major_line * 0.8);
// Fade out distance
let dist_to_camera = distance(scene.camera_pos.xz, coord);
let fade = 1.0 - clamp(dist_to_camera / 150.0, 0.0, 1.0);
let final_alpha = alpha_multiplier * fade;
if (final_alpha < 0.01) {
discard;
}
return vec4<f32>(color, final_alpha * in.inst_albedo.a);
}