// Default vertex and fragment shader
struct Uniforms {
view_proj: mat4x4<f32>,
model: mat4x4<f32>,
}
@group(0) @binding(0)
var<uniform> uniforms: Uniforms;
struct VertexInput {
@location(0) position: vec3<f32>,
@location(1) color: vec3<f32>,
}
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) color: vec3<f32>,
@location(1) world_position: vec3<f32>,
}
@vertex
fn vs_main(vertex: VertexInput) -> VertexOutput {
var out: VertexOutput;
// Transform to world space
let world_position = uniforms.model * vec4<f32>(vertex.position, 1.0);
// Transform to clip space
out.clip_position = uniforms.view_proj * world_position;
out.color = vertex.color;
out.world_position = world_position.xyz;
return out;
}
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
// Simple lighting calculation based on world position
let light_dir = normalize(vec3<f32>(1.0, 1.0, 1.0));
let normal = normalize(cross(
dpdx(in.world_position),
dpdy(in.world_position)
));
let light_intensity = max(dot(normal, light_dir), 0.2); // Ambient minimum of 0.2
let final_color = in.color * light_intensity;
return vec4<f32>(final_color, 1.0);
}