wgpu-renderer/res/shaders/globals.wgsl

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WebGPU Shading Language
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// Vertex shader
struct CameraUniform {
view: mat4x4<f32>,
proj: mat4x4<f32>,
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inv_view_proj: mat4x4<f32>,
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position: vec4<f32>,
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planes: vec4<f32>,
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}
@group(0) @binding(0)
var<uniform> camera: CameraUniform;
struct Light {
position: vec3<f32>,
color: vec4<f32>,
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matrices: array<mat4x4<f32>, 6>,
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}
@group(0) @binding(1)
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var<uniform> light: Light;
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struct GlobalUniforms {
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time: f32,
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light_matrix_index: u32,
use_shadowmaps: u32,
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_padding: u32,
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}
@group(0) @binding(2)
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var<uniform> global_uniforms: GlobalUniforms;
struct MaterialUniform {
metallic_factor: f32,
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roughness_factor: f32,
_padding1: f32,
_padding2: f32,
}
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struct VertexInput {
@location(0) position: vec3<f32>,
@location(1) tex_coords: vec2<f32>,
@location(2) normal: vec3<f32>,
@location(3) tangent: vec3<f32>,
@location(4) bitangent: vec3<f32>,
}
struct InstanceInput {
@location(5) model_matrix_0: vec4<f32>,
@location(6) model_matrix_1: vec4<f32>,
@location(7) model_matrix_2: vec4<f32>,
@location(8) model_matrix_3: vec4<f32>,
@location(9) normal_matrix_0: vec3<f32>,
@location(10) normal_matrix_1: vec3<f32>,
@location(11) normal_matrix_2: vec3<f32>,
}
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) tex_coords: vec2<f32>,
@location(1) tangent_position: vec3<f32>,
@location(2) tangent_light_position: vec3<f32>,
@location(3) tangent_view_position: vec3<f32>,
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@location(4) world_position: vec4<f32>,
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}