// Standard 3D mesh shader with basic lighting and texture support
// Uses instanced rendering with a storage buffer for per-instance data
struct CameraUniforms {
view_proj: mat4x4f,
view: mat4x4f,
proj: mat4x4f,
camera_pos: vec3f,
time: f32,
}
struct InstanceData {
model: mat4x4f,
normal_matrix: mat4x4f,
color: vec4f,
}
@group(0) @binding(0) var<uniform> camera: CameraUniforms;
@group(1) @binding(0) var<storage, read> instances: array<InstanceData>;
@group(2) @binding(0) var t_diffuse: texture_2d<f32>;
@group(2) @binding(1) var s_diffuse: sampler;
struct VertexInput {
@location(0) position: vec3f,
@location(1) normal: vec3f,
@location(2) uv: vec2f,
@builtin(instance_index) instance_idx: u32,
}
struct VertexOutput {
@builtin(position) clip_position: vec4f,
@location(0) world_pos: vec3f,
@location(1) world_normal: vec3f,
@location(2) uv: vec2f,
@location(3) @interpolate(flat) instance_idx: u32,
}
@vertex
fn vs(in: VertexInput) -> VertexOutput {
let instance = instances[in.instance_idx];
let world_pos = instance.model * vec4f(in.position, 1.0);
let world_normal = normalize((instance.normal_matrix * vec4f(in.normal, 0.0)).xyz);
var out: VertexOutput;
out.clip_position = camera.view_proj * world_pos;
out.world_pos = world_pos.xyz;
out.world_normal = world_normal;
out.uv = in.uv;
out.instance_idx = in.instance_idx;
return out;
}
@fragment
fn fs(in: VertexOutput) -> @location(0) vec4f {
let instance = instances[in.instance_idx];
let normal = normalize(in.world_normal);
let view_dir = normalize(camera.camera_pos - in.world_pos);
// Sample texture
let tex_color = textureSample(t_diffuse, s_diffuse, in.uv);
// Simple directional light from above-right
let light_dir = normalize(vec3f(0.5, 1.0, 0.3));
let light_color = vec3f(1.0, 0.98, 0.95);
// Ambient
let ambient = 0.15;
// Diffuse (half-lambert for softer look)
let ndotl = dot(normal, light_dir);
let diffuse = ndotl * 0.5 + 0.5;
// Specular (Blinn-Phong) - reduced for textured surfaces
let half_vec = normalize(light_dir + view_dir);
let spec = pow(max(dot(normal, half_vec), 0.0), 32.0) * 0.3;
// Rim light for edge definition
let rim = pow(1.0 - max(dot(normal, view_dir), 0.0), 3.0) * 0.15;
// Combine texture color with instance color (tint)
let base_color = tex_color.rgb * instance.color.rgb;
let lighting = ambient + diffuse * light_color + spec + rim;
let final_color = base_color * lighting;
return vec4f(final_color, tex_color.a * instance.color.a);
}