// Decal exclude pass (D5).
//
// Draws non-receiver geometry into the stencil buffer only, writing stencil = 0
// so the subsequent decal pass skips those pixels.
//
// Group 0: camera_bgl (CameraUniform)
// Group 1: per-object model matrix uniform buffer
struct Camera {
view_proj: mat4x4<f32>,
eye_pos: vec3<f32>,
_pad: f32,
forward: vec3<f32>,
_pad1: f32,
inv_view_proj: mat4x4<f32>,
view: mat4x4<f32>,
};
@group(0) @binding(0) var<uniform> camera: Camera;
struct ObjUniform { model: mat4x4<f32> }
@group(1) @binding(0) var<uniform> obj: ObjUniform;
@vertex
fn vs_main(@location(0) pos: vec3<f32>) -> @builtin(position) vec4<f32> {
return camera.view_proj * obj.model * vec4<f32>(pos, 1.0);
}
@fragment
fn fs_main() {}