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-rw-r--r--assets/final/shaders/mesh_render.wgsl58
1 files changed, 58 insertions, 0 deletions
diff --git a/assets/final/shaders/mesh_render.wgsl b/assets/final/shaders/mesh_render.wgsl
new file mode 100644
index 0000000..3faf7ca
--- /dev/null
+++ b/assets/final/shaders/mesh_render.wgsl
@@ -0,0 +1,58 @@
+#include "common_uniforms"
+
+@group(0) @binding(0) var<uniform> globals: GlobalUniforms;
+@group(0) @binding(1) var<storage, read> object_data: ObjectsBuffer;
+
+// Binding 2 is reserved for BVH (not used here but matches layout for simplicity)
+
+@group(0) @binding(3) var noise_tex: texture_2d<f32>;
+@group(0) @binding(4) var noise_sampler: sampler;
+@group(0) @binding(5) var sky_tex: texture_2d<f32>;
+
+struct VertexInput {
+ @location(0) position: vec3<f32>,
+ @location(1) normal: vec3<f32>,
+ @location(2) uv: vec2<f32>,
+};
+
+struct VertexOutput {
+ @builtin(position) clip_pos: vec4<f32>,
+ @location(0) world_pos: vec3<f32>,
+ @location(1) normal: vec3<f32>,
+ @location(2) uv: vec2<f32>,
+ @location(3) color: vec4<f32>,
+ @location(4) @interpolate(flat) instance_index: u32,
+};
+
+@vertex
+fn vs_main(in: VertexInput, @builtin(instance_index) instance_index: u32) -> VertexOutput {
+ let obj = object_data.objects[instance_index];
+ let world_pos = obj.model * vec4<f32>(in.position, 1.0);
+
+ var out: VertexOutput;
+ out.clip_pos = globals.view_proj * world_pos;
+ out.world_pos = world_pos.xyz;
+
+ // Use transpose of inverse for normals
+ let normal_matrix = mat3x3<f32>(obj.inv_model[0].xyz, obj.inv_model[1].xyz, obj.inv_model[2].xyz);
+ out.normal = normalize(transpose(normal_matrix) * in.normal);
+
+ out.uv = in.uv;
+ out.color = obj.color;
+ out.instance_index = instance_index;
+ return out;
+}
+
+#include "render/scene_query_mode"
+#include "render/shadows"
+#include "render/lighting_utils"
+
+@fragment
+fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
+ let light_dir = normalize(vec3<f32>(1.0, 1.0, 1.0));
+
+ let shadow = calc_shadow(in.world_pos, light_dir, 0.05, 20.0, in.instance_index);
+ let lit_color = calculate_lighting(in.color.rgb, in.normal, in.world_pos, shadow);
+
+ return vec4<f32>(lit_color, in.color.a);
+} \ No newline at end of file