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path: root/workspaces/main/shaders/rotating_cube_v2.wgsl
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// 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);
}