summaryrefslogtreecommitdiff
path: root/assets/final/shaders
diff options
context:
space:
mode:
Diffstat (limited to 'assets/final/shaders')
-rw-r--r--assets/final/shaders/mesh_render.wgsl59
-rw-r--r--assets/final/shaders/renderer_3d.wgsl6
2 files changed, 65 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..3759747
--- /dev/null
+++ b/assets/final/shaders/mesh_render.wgsl
@@ -0,0 +1,59 @@
+#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;
+
+ // Normal transform (assuming uniform scale or using transpose(inverse(model)))
+ // For simplicity, we use the same mat3 logic as renderer_3d.wgsl
+ let normal_matrix = mat3x3<f32>(obj.model[0].xyz, obj.model[1].xyz, obj.model[2].xyz);
+ out.normal = normalize(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);
+}
diff --git a/assets/final/shaders/renderer_3d.wgsl b/assets/final/shaders/renderer_3d.wgsl
index f855052..e7cb810 100644
--- a/assets/final/shaders/renderer_3d.wgsl
+++ b/assets/final/shaders/renderer_3d.wgsl
@@ -40,6 +40,12 @@ fn vs_main(@builtin(vertex_index) vertex_index: u32,
let obj = object_data.objects[instance_index];
let obj_type = obj.params.x;
+ if (obj_type == 5.0) { // MESH
+ var out: VertexOutput;
+ out.position = vec4<f32>(0.0, 0.0, 0.0, 0.0);
+ return out;
+ }
+
// Tight fit for Torus proxy hull (major radius 1.0, minor 0.4)
if (obj_type == 3.0) {
p.x = p.x * 1.5;