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,
_align_pad: vec3<u32>,
_pad_scene: vec3<u32>,
_end_pad: u32,
}
@group(0) @binding(0)
var<uniform> global: SceneUniforms;
struct VertexInput {
@location(0) position: vec3<f32>,
@location(1) color: vec4<f32>,
}
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) color: vec4<f32>,
}
@vertex
fn vs_main(model: VertexInput) -> VertexOutput {
var out: VertexOutput;
out.clip_position = global.view_proj * vec4<f32>(model.position, 1.0);
out.color = model.color;
return out;
}
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
return in.color;
}