struct PointShadowUniforms {
view_projection: mat4x4<f32>,
light_position: vec3<f32>,
light_range: f32,
};
struct VertexInput {
@location(0) position: vec3<f32>,
@location(1) normal: vec3<f32>,
@location(2) tex_coords: vec2<f32>,
};
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) world_position: vec3<f32>,
};
@group(0) @binding(0)
var<uniform> uniforms: PointShadowUniforms;
@group(1) @binding(0)
var<storage, read> transforms: array<mat4x4<f32>>;
@vertex
fn vs_main(
in: VertexInput,
@builtin(instance_index) instance_index: u32
) -> VertexOutput {
var out: VertexOutput;
let model_matrix = transforms[instance_index];
let world_position = model_matrix * vec4<f32>(in.position, 1.0);
out.world_position = world_position.xyz;
out.clip_position = uniforms.view_projection * world_position;
return out;
}
@fragment
fn fs_main(in: VertexOutput) -> @location(0) f32 {
let distance = length(in.world_position - uniforms.light_position);
let normalized_distance = distance / uniforms.light_range;
return normalized_distance;
}