// Rotating cube shader v2 (simplified, no masking) struct Uniforms { view_proj: mat4x4, inv_view_proj: mat4x4, camera_pos_time: vec4, params: vec4, resolution: vec2, aspect_ratio: f32, _pad: f32, }; struct ObjectData { model: mat4x4, inv_model: mat4x4, color: vec4, params: vec4, }; @group(0) @binding(0) var uniforms: Uniforms; @group(0) @binding(1) var object: ObjectData; struct VSOut { @builtin(position) pos: vec4, @location(0) world_pos: vec3, @location(1) normal: vec3, }; // Cube vertices (hardcoded) fn get_cube_vertex(vid: u32) -> vec3 { let positions = array, 36>( // Front face vec3(-1, -1, 1), vec3( 1, -1, 1), vec3( 1, 1, 1), vec3(-1, -1, 1), vec3( 1, 1, 1), vec3(-1, 1, 1), // Back face vec3( 1, -1, -1), vec3(-1, -1, -1), vec3(-1, 1, -1), vec3( 1, -1, -1), vec3(-1, 1, -1), vec3( 1, 1, -1), // Right face vec3( 1, -1, 1), vec3( 1, -1, -1), vec3( 1, 1, -1), vec3( 1, -1, 1), vec3( 1, 1, -1), vec3( 1, 1, 1), // Left face vec3(-1, -1, -1), vec3(-1, -1, 1), vec3(-1, 1, 1), vec3(-1, -1, -1), vec3(-1, 1, 1), vec3(-1, 1, -1), // Top face vec3(-1, 1, 1), vec3( 1, 1, 1), vec3( 1, 1, -1), vec3(-1, 1, 1), vec3( 1, 1, -1), vec3(-1, 1, -1), // Bottom face vec3(-1, -1, -1), vec3( 1, -1, -1), vec3( 1, -1, 1), vec3(-1, -1, -1), vec3( 1, -1, 1), vec3(-1, -1, 1) ); return positions[vid]; } fn get_cube_normal(vid: u32) -> vec3 { let face_id = vid / 6u; let normals = array, 6>( vec3( 0, 0, 1), // Front vec3( 0, 0, -1), // Back vec3( 1, 0, 0), // Right vec3(-1, 0, 0), // Left vec3( 0, 1, 0), // Top vec3( 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(local_pos, 1.0); let world_normal = normalize((object.model * vec4(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, @location(1) normal: vec3) -> @location(0) vec4 { let N = normalize(normal); let light_dir = normalize(vec3(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(color, 1.0); }