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Diffstat (limited to 'workspaces/test/shaders/mesh_render.wgsl')
| -rw-r--r-- | workspaces/test/shaders/mesh_render.wgsl | 58 |
1 files changed, 58 insertions, 0 deletions
diff --git a/workspaces/test/shaders/mesh_render.wgsl b/workspaces/test/shaders/mesh_render.wgsl new file mode 100644 index 0000000..7390b06 --- /dev/null +++ b/workspaces/test/shaders/mesh_render.wgsl @@ -0,0 +1,58 @@ +#include "common_uniforms" +#include "math/common_utils" + +@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; + + // Transform normal from local to world space + out.normal = transform_normal(obj.inv_model, 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); +}
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