wgpu-renderer/res/shaders/light_debug.wgsl

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WebGPU Shading Language
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2023-11-09 21:04:59 +02:00
#include globals.wgsl
struct LightVertexInput {
@location(0) position: vec3<f32>,
};
struct LightVertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) color: vec3<f32>,
};
@vertex
fn vs_main(
model: LightVertexInput,
) -> LightVertexOutput {
let scale = 10.0;
var out: LightVertexOutput;
out.clip_position = camera.proj * camera.view * vec4<f32>(model.position * scale + light.position, 1.0);
out.color = light.color.xyz;
return out;
}
@fragment
fn fs_main(in: LightVertexOutput) -> @location(0) vec4<f32> {
return vec4<f32>(in.color, 1.0);
}