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-rw-r--r--workspaces/main/shaders/rotating_cube_v2.wgsl89
1 files changed, 0 insertions, 89 deletions
diff --git a/workspaces/main/shaders/rotating_cube_v2.wgsl b/workspaces/main/shaders/rotating_cube_v2.wgsl
deleted file mode 100644
index d7e4cae..0000000
--- a/workspaces/main/shaders/rotating_cube_v2.wgsl
+++ /dev/null
@@ -1,89 +0,0 @@
-// Rotating cube shader v2 (simplified, no masking)
-
-struct Uniforms {
- view_proj: mat4x4<f32>,
- inv_view_proj: mat4x4<f32>,
- camera_pos_time: vec4<f32>,
- params: vec4<f32>,
- resolution: vec2<f32>,
- aspect_ratio: f32,
- _pad: f32,
-};
-
-struct ObjectData {
- model: mat4x4<f32>,
- inv_model: mat4x4<f32>,
- color: vec4<f32>,
- params: vec4<f32>,
-};
-
-@group(0) @binding(0) var<uniform> uniforms: Uniforms;
-@group(0) @binding(1) var<storage, read> object: ObjectData;
-
-struct VSOut {
- @builtin(position) pos: vec4<f32>,
- @location(0) world_pos: vec3<f32>,
- @location(1) normal: vec3<f32>,
-};
-
-// Cube vertices (hardcoded)
-fn get_cube_vertex(vid: u32) -> vec3<f32> {
- let positions = array<vec3<f32>, 36>(
- // Front face
- vec3<f32>(-1, -1, 1), vec3<f32>( 1, -1, 1), vec3<f32>( 1, 1, 1),
- vec3<f32>(-1, -1, 1), vec3<f32>( 1, 1, 1), vec3<f32>(-1, 1, 1),
- // Back face
- vec3<f32>( 1, -1, -1), vec3<f32>(-1, -1, -1), vec3<f32>(-1, 1, -1),
- vec3<f32>( 1, -1, -1), vec3<f32>(-1, 1, -1), vec3<f32>( 1, 1, -1),
- // Right face
- vec3<f32>( 1, -1, 1), vec3<f32>( 1, -1, -1), vec3<f32>( 1, 1, -1),
- vec3<f32>( 1, -1, 1), vec3<f32>( 1, 1, -1), vec3<f32>( 1, 1, 1),
- // Left face
- vec3<f32>(-1, -1, -1), vec3<f32>(-1, -1, 1), vec3<f32>(-1, 1, 1),
- vec3<f32>(-1, -1, -1), vec3<f32>(-1, 1, 1), vec3<f32>(-1, 1, -1),
- // Top face
- vec3<f32>(-1, 1, 1), vec3<f32>( 1, 1, 1), vec3<f32>( 1, 1, -1),
- vec3<f32>(-1, 1, 1), vec3<f32>( 1, 1, -1), vec3<f32>(-1, 1, -1),
- // Bottom face
- vec3<f32>(-1, -1, -1), vec3<f32>( 1, -1, -1), vec3<f32>( 1, -1, 1),
- vec3<f32>(-1, -1, -1), vec3<f32>( 1, -1, 1), vec3<f32>(-1, -1, 1)
- );
- return positions[vid];
-}
-
-fn get_cube_normal(vid: u32) -> vec3<f32> {
- let face_id = vid / 6u;
- let normals = array<vec3<f32>, 6>(
- vec3<f32>( 0, 0, 1), // Front
- vec3<f32>( 0, 0, -1), // Back
- vec3<f32>( 1, 0, 0), // Right
- vec3<f32>(-1, 0, 0), // Left
- vec3<f32>( 0, 1, 0), // Top
- vec3<f32>( 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 * vec4<f32>(local_pos, 1.0);
- let world_normal = normalize((object.model * vec4<f32>(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: vec3<f32>, @location(1) normal: vec3<f32>) -> @location(0) vec4<f32> {
- let N = normalize(normal);
- let light_dir = normalize(vec3<f32>(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 vec4<f32>(color, 1.0);
-}