// Normal visualization shader for debugging
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_normal: 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_normal = normalize((model.normal_matrix * vec4<f32>(input.normal, 0.0)).xyz);
return output;
}
@fragment
fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
// Remap normal from [-1, 1] to [0, 1] for visualization
let n = normalize(input.world_normal);
let color = n * 0.5 + 0.5;
return vec4<f32>(color, 1.0);
}