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>,
}

struct InstanceInput {
    @location(1) model_matrix_0: vec4<f32>,
    @location(2) model_matrix_1: vec4<f32>,
    @location(3) model_matrix_2: vec4<f32>,
    @location(4) model_matrix_3: vec4<f32>,
}
@vertex
fn vs_main(in: VertexInput, instance: InstanceInput) -> @builtin(position) vec4<f32> {
    let instance_transform = mat4x4<f32>(
        instance.model_matrix_0,
        instance.model_matrix_1,
        instance.model_matrix_2,
        instance.model_matrix_3,
    );

    return camera.view_projection * instance_transform * vec4(in.position.xyz, 1.0);
}

@fragment
fn fs_main() -> @location(0) vec4<f32> {
    return vec4(1.0);
}