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path: root/assets/final/shaders/mesh_render.wgsl
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#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;
    
    // Use transpose of inverse for normals
    // Note: mat3x3 constructor takes columns, so passing rows gives us transpose
    let normal_matrix = mat3x3<f32>(obj.inv_model[0].xyz, obj.inv_model[1].xyz, obj.inv_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);
}