summaryrefslogtreecommitdiff
path: root/src/effects/rotating_cube.wgsl
blob: 0c75a13b303ef5b38b392ba54068fff7cc79088d (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
// 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);
}