diff options
Diffstat (limited to 'workspaces/main/shaders/rotating_cube.wgsl')
| -rw-r--r-- | workspaces/main/shaders/rotating_cube.wgsl | 89 |
1 files changed, 0 insertions, 89 deletions
diff --git a/workspaces/main/shaders/rotating_cube.wgsl b/workspaces/main/shaders/rotating_cube.wgsl deleted file mode 100644 index 0c75a13..0000000 --- a/workspaces/main/shaders/rotating_cube.wgsl +++ /dev/null @@ -1,89 +0,0 @@ -// Rotating cube shader v2 (simplified, no masking) - -struct Uniforms { - view_proj: mat4x4f, - inv_view_proj: mat4x4f, - camera_pos_time: vec4f, - params: vec4f, - resolution: vec2f, - aspect_ratio: f32, - _pad: f32, -}; - -struct ObjectData { - model: mat4x4f, - inv_model: mat4x4f, - color: vec4f, - params: vec4f, -}; - -@group(0) @binding(0) var<uniform> uniforms: Uniforms; -@group(0) @binding(1) var<storage, read> object: ObjectData; - -struct VSOut { - @builtin(position) pos: vec4f, - @location(0) world_pos: vec3f, - @location(1) normal: vec3f, -}; - -// Cube vertices (hardcoded) -fn get_cube_vertex(vid: u32) -> vec3f { - let positions = array<vec3f, 36>( - // Front face - vec3f(-1, -1, 1), vec3f( 1, -1, 1), vec3f( 1, 1, 1), - vec3f(-1, -1, 1), vec3f( 1, 1, 1), vec3f(-1, 1, 1), - // Back face - vec3f( 1, -1, -1), vec3f(-1, -1, -1), vec3f(-1, 1, -1), - vec3f( 1, -1, -1), vec3f(-1, 1, -1), vec3f( 1, 1, -1), - // Right face - vec3f( 1, -1, 1), vec3f( 1, -1, -1), vec3f( 1, 1, -1), - vec3f( 1, -1, 1), vec3f( 1, 1, -1), vec3f( 1, 1, 1), - // Left face - vec3f(-1, -1, -1), vec3f(-1, -1, 1), vec3f(-1, 1, 1), - vec3f(-1, -1, -1), vec3f(-1, 1, 1), vec3f(-1, 1, -1), - // Top face - vec3f(-1, 1, 1), vec3f( 1, 1, 1), vec3f( 1, 1, -1), - vec3f(-1, 1, 1), vec3f( 1, 1, -1), vec3f(-1, 1, -1), - // Bottom face - vec3f(-1, -1, -1), vec3f( 1, -1, -1), vec3f( 1, -1, 1), - vec3f(-1, -1, -1), vec3f( 1, -1, 1), vec3f(-1, -1, 1) - ); - return positions[vid]; -} - -fn get_cube_normal(vid: u32) -> vec3f { - let face_id = vid / 6u; - let normals = array<vec3f, 6>( - vec3f( 0, 0, 1), // Front - vec3f( 0, 0, -1), // Back - vec3f( 1, 0, 0), // Right - vec3f(-1, 0, 0), // Left - vec3f( 0, 1, 0), // Top - vec3f( 0, -1, 0) // Bottom - ); - return normals[face_id]; -} - -@vertex fn vs_main(@builtin(vertex_index) vid: u32) -> VSOut { - let local_pos = get_cube_vertex(vid); - let local_normal = get_cube_normal(vid); - - let world_pos = object.model * vec4f(local_pos, 1.0); - let world_normal = normalize((object.model * vec4f(local_normal, 0.0)).xyz); - - let clip_pos = uniforms.view_proj * world_pos; - - return VSOut(clip_pos, world_pos.xyz, world_normal); -} - -@fragment fn fs_main(@location(0) world_pos: vec3f, @location(1) normal: vec3f) -> @location(0) vec4f { - let N = normalize(normal); - let light_dir = normalize(vec3f(1.0, 1.0, 1.0)); - let diffuse = max(dot(N, light_dir), 0.0); - - let ambient = 0.3; - let lighting = ambient + diffuse * 0.7; - - let color = object.color.rgb * lighting; - return vec4f(color, 1.0); -} |
