// Flat Shading Mesh Shader
// Simple, fast shading with face normals and Lambert lighting
struct MeshCameraUniform {
view_proj: mat4x4<f32>,
view_pos: vec3<f32>,
_padding: f32,
}
struct FlatMaterial {
color: vec3<f32>,
_padding: f32,
}
struct MeshLightingParams {
light_position: vec3<f32>,
light_intensity: f32,
light_color: vec3<f32>,
ambient_strength: f32,
gamma: f32,
exposure: f32,
_padding: vec2<f32>,
}
struct VertexInput {
@location(0) position: vec3<f32>,
@location(1) normal: vec3<f32>,
@location(2) tangent: vec3<f32>,
@location(3) bitangent: vec3<f32>,
@location(4) uv: vec2<f32>,
@location(5) color: vec3<f32>,
}
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) world_pos: vec3<f32>,
@location(1) normal: vec3<f32>,
@location(2) color: vec3<f32>,
@location(3) view_pos: vec3<f32>,
}
@group(0) @binding(0)
var<uniform> camera: MeshCameraUniform;
@group(0) @binding(1)
var<uniform> material: FlatMaterial;
@group(0) @binding(2)
var<uniform> lighting: MeshLightingParams;
@vertex
fn vs_main(input: VertexInput) -> VertexOutput {
var out: VertexOutput;
out.clip_position = camera.view_proj * vec4<f32>(input.position, 1.0);
out.world_pos = input.position;
out.normal = normalize(input.normal);
out.color = input.color;
out.view_pos = camera.view_pos;
return out;
}
// Simple Lambert lighting for flat shading
fn calculate_flat_lighting(
world_pos: vec3<f32>,
normal: vec3<f32>,
color: vec3<f32>
) -> vec3<f32> {
// Light direction
let light_dir = normalize(lighting.light_position - world_pos);
// Distance and attenuation
let distance = length(lighting.light_position - world_pos);
let attenuation = 1.0 / (1.0 + 0.1 * distance + 0.01 * distance * distance);
// Lambert diffuse
let n_dot_l = max(dot(normal, light_dir), 0.0);
let diffuse = color * n_dot_l * lighting.light_color * lighting.light_intensity * attenuation;
// Ambient lighting
let ambient = lighting.ambient_strength * color;
return ambient + diffuse;
}
// Simple gamma correction
fn gamma_correct(color: vec3<f32>) -> vec3<f32> {
return pow(color, vec3<f32>(1.0 / lighting.gamma));
}
@fragment
fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
// Use vertex color blended with material color
let base_color = mix(material.color, input.color, 0.5);
// Calculate flat lighting
let lit_color = calculate_flat_lighting(
input.world_pos,
input.normal,
base_color
);
// Gamma correction
let final_color = gamma_correct(lit_color);
return vec4<f32>(final_color, 1.0);
}