// Color material shader with Phong lighting
struct CameraUniform {
view_proj: mat4x4<f32>,
eye: vec4<f32>,
};
struct ModelUniform {
model: mat4x4<f32>,
normal_matrix: mat4x4<f32>,
};
@group(0) @binding(0)
var<uniform> camera: CameraUniform;
@group(1) @binding(0)
var<uniform> model: ModelUniform;
struct VertexInput {
@location(0) position: vec3<f32>,
@location(1) normal: vec3<f32>,
@location(2) color: vec3<f32>,
};
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) world_position: vec3<f32>,
@location(1) world_normal: vec3<f32>,
@location(2) color: vec3<f32>,
};
@vertex
fn vs_main(input: VertexInput) -> VertexOutput {
var output: VertexOutput;
let world_pos = model.model * vec4<f32>(input.position, 1.0);
output.clip_position = camera.view_proj * world_pos;
output.world_position = world_pos.xyz;
output.world_normal = normalize((model.normal_matrix * vec4<f32>(input.normal, 0.0)).xyz);
output.color = input.color;
return output;
}
@fragment
fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
// Simple directional light
let light_dir = normalize(vec3<f32>(0.3, 1.0, 0.5));
let ambient = 0.3;
let n = normalize(input.world_normal);
let diffuse = max(dot(n, light_dir), 0.0);
// Specular (Blinn-Phong)
let view_dir = normalize(camera.eye.xyz - input.world_position);
let half_dir = normalize(light_dir + view_dir);
let specular = pow(max(dot(n, half_dir), 0.0), 32.0) * 0.3;
let lighting = ambient + diffuse * 0.7 + specular;
let final_color = input.color * lighting;
return vec4<f32>(final_color, 1.0);
}