// Line shader for rendering lines with per-vertex colors
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) color: vec4<f32>,
};
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) color: vec4<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.color = input.color;
return output;
}
@fragment
fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
return input.color;
}