struct InstancePositionInput {
@location(5) model_matrix_0: vec4<f32>,
@location(6) model_matrix_1: vec4<f32>,
@location(7) model_matrix_2: vec4<f32>,
@location(8) model_matrix_3: vec4<f32>,
};
struct InstanceColorInput {
@location(9) model_matrix_0: vec3<f32>,
};
// Vertex shader
struct CameraUniform {
view_proj: mat4x4<f32>,
};
@group(1) @binding(0)
var<uniform> camera: CameraUniform;
struct VertexInput {
@location(0) position: vec3<f32>,
};
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) color: vec3<f32>,
};
@vertex
fn vs_main(
model: VertexInput,
instance: InstancePositionInput,
instance_color: InstanceColorInput,
) -> VertexOutput {
var out: VertexOutput;
let color = instance_color.model_matrix_0;
let model_matrix = mat4x4<f32>(
instance.model_matrix_0,
instance.model_matrix_1,
instance.model_matrix_2,
instance.model_matrix_3,
);
out.color = color;
out.clip_position = camera.view_proj * model_matrix * vec4<f32>(model.position, 1.0);
return out;
}
// @group(0) @binding(0)
// var t_diffuse: texture_2d<f32>;
// @group(0) @binding(1)
// var s_diffuse: sampler;
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
return vec4<f32>(in.color, 1.0);
}