xc3_wgpu 0.22.0

Xenoblade Chronicles model rendering library
Documentation
// 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);
}