wimrend 0.1.0

Wgpu Immediate Mode RENDerer
Documentation
// Textured 3D shader

struct VertexInput {
	@location(0) v_colour: vec4<f32>,
    @location(1) position: vec3<f32>,
	@location(2) normal: vec3<f32>,
	@location(3) uv: vec2<f32>,
};

struct InstanceInput {
	@location(4) proj1: vec4<f32>,
	@location(5) proj2: vec4<f32>,
	@location(6) proj3: vec4<f32>,
	@location(7) proj4: vec4<f32>,
	@location(8) i_colour: vec4<f32>,
};

struct CameraUniform {
	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 VertexOutput {
    @builtin(position) clip_position: vec4<f32>,
	@location(0) colour: vec4<f32>,
	@location(1) tex_coords: vec2<f32>,
};

@vertex
fn vs_main(
    @builtin(vertex_index) in_vertex_index: u32,
    model: VertexInput,
	instance: InstanceInput,
) -> VertexOutput {
    var out: VertexOutput;
    out.clip_position = vec4<f32>(model.position.x, model.position.y, 0.0, 1.0);
	var instance_proj = mat4x4<f32>(instance.proj1, instance.proj2, instance.proj3, instance.proj4);
	out.clip_position = camera.proj * instance_proj * vec4<f32>(model.position, 1.0);
	out.colour = model.v_colour * instance.i_colour;
	out.tex_coords = model.uv;
    return out;
}

@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
	var tex_col = textureSample(t_diffuse, s_diffuse, in.tex_coords);
	return in.colour * tex_col;
}