// Vertex shader
struct CameraUniform {
view_proj: mat4x4<f32>,
camera_location: vec3<f32>,
};
@group(0) @binding(0) // 1.
var<uniform> camera: CameraUniform;
struct VertexInput {
@location(0) position: vec3<f32>,
@location(1) normal: vec3<f32>,
};
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) normal: vec3<f32>,
};
@vertex
fn vs_main(
model: VertexInput,
) -> VertexOutput {
var out: VertexOutput;
out.normal = model.normal;
out.clip_position = camera.view_proj * vec4<f32>(model.position, 1.0);
return out;
}
// Fragment shader
@fragment
fn fs_main(in: VertexOutput, @builtin(front_facing) front_face: bool) -> @location(0) vec4<f32> {
// Output the color
return vec4<f32>(0.5*(1.0 + in.normal[0]), 0.5*(1.0 + in.normal[1]), 0.5*(1.0 + in.normal[2]), 1.0);
}