// PerScene values.
@group(0) @binding(0)
var<uniform> camera: super::camera::Camera;
struct VertexInput {
@location(0) position: vec4<f32>,
@location(1) normal: vec4<f32>,
};
struct InstanceInput {
@location(2) model_matrix_0: vec4<f32>,
@location(3) model_matrix_1: vec4<f32>,
@location(4) model_matrix_2: vec4<f32>,
@location(5) model_matrix_3: vec4<f32>,
}
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) normal: vec4<f32>,
};
@vertex
fn vs_main(in: VertexInput, instance: InstanceInput) -> VertexOutput {
let model_matrix = mat4x4<f32>(
instance.model_matrix_0,
instance.model_matrix_1,
instance.model_matrix_2,
instance.model_matrix_3,
);
// TODO: How much to scale each axes?
var out: VertexOutput;
out.clip_position = camera.view_projection * model_matrix * vec4(in.position.xyz * 0.1, 1.0);
out.normal = in.normal;
return out;
}
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
return vec4(in.normal.xyz, 1.0);
}