struct VertexInput {
@location(0) position: vec3<f32>,
@location(1) normal: vec3<f32>,
@location(2) tex_coords: vec2<f32>,
};
struct VertexOutput {
@builtin(position) position: vec4<f32>,
};
struct Uniforms {
view: mat4x4<f32>,
projection: mat4x4<f32>,
snap_resolution: vec2<f32>,
snap_enabled: u32,
_padding: u32,
};
struct ModelMatrix {
model: mat4x4<f32>,
};
struct ObjectData {
transform_index: u32,
mesh_id: u32,
material_id: u32,
batch_id: u32,
};
@group(0) @binding(0)
var<uniform> uniforms: Uniforms;
@group(1) @binding(0)
var<storage, read> transforms: array<ModelMatrix>;
@group(1) @binding(1)
var<storage, read> objects: array<ObjectData>;
@vertex
fn vs_main(
in: VertexInput,
@builtin(instance_index) instance_id: u32
) -> VertexOutput {
var out: VertexOutput;
let object = objects[instance_id];
let model = transforms[object.transform_index].model;
let world_pos = model * vec4<f32>(in.position, 1.0);
var clip_pos = uniforms.projection * uniforms.view * world_pos;
if uniforms.snap_enabled == 1u {
let resolution = uniforms.snap_resolution;
let snapped_x = round(clip_pos.x * resolution.x / clip_pos.w) * clip_pos.w / resolution.x;
let snapped_y = round(clip_pos.y * resolution.y / clip_pos.w) * clip_pos.w / resolution.y;
clip_pos.x = snapped_x;
clip_pos.y = snapped_y;
}
out.position = clip_pos;
return out;
}
@fragment
fn fs_main(in: VertexOutput) -> @location(0) f32 {
return 1.0;
}