// UV visualization shader for kiss3d
// Colors each vertex based on its texture coordinates
// Bind group 0: Frame uniforms
struct FrameUniforms {
view: mat4x4<f32>,
proj: mat4x4<f32>,
}
@group(0) @binding(0)
var<uniform> frame: FrameUniforms;
// Bind group 1: Object uniforms
struct ObjectUniforms {
transform: mat4x4<f32>,
scale: mat3x3<f32>,
}
@group(1) @binding(0)
var<uniform> object: ObjectUniforms;
// Vertex input
struct VertexInput {
@location(0) position: vec3<f32>,
@location(1) uvs: vec2<f32>,
}
// Vertex output / Fragment input
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) uv_as_color: vec3<f32>,
}
@vertex
fn vs_main(vertex: VertexInput) -> VertexOutput {
var out: VertexOutput;
let scaled_pos = object.scale * vertex.position;
out.clip_position = frame.proj * frame.view * object.transform * vec4<f32>(scaled_pos, 1.0);
out.uv_as_color = vec3<f32>(vertex.uvs, 0.0);
return out;
}
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
return vec4<f32>(in.uv_as_color, 1.0);
}