struct CameraUniform {
view_proj: mat4x4<f32>,
};
@group(0) @binding(0)
var<uniform> camera: CameraUniform;
@group(1) @binding(0) var t_diffuse: texture_2d<f32>;
@group(1) @binding(1) var s_diffuse: sampler;
struct VertexInput {
@location(0) position: vec3<f32>,
@location(1) color: vec3<f32>,
@location(2) uv: vec2<f32>,
};
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) color: vec3<f32>,
@location(1) uv: vec2<f32>,
};
@vertex
fn vs_main(model: VertexInput) -> VertexOutput {
var out: VertexOutput;
// The 'position' is already in World Space because of the CPU flattening logic
out.clip_position = camera.view_proj * vec4<f32>(model.position, 1.0);
out.color = model.color;
out.uv = model.uv;
return out;
}
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
let tex = textureSample(t_diffuse, s_diffuse, in.uv);
return vec4<f32>(in.color * tex.rgb, tex.a);
}