wgpu-renderer/res/shaders/depth.wgsl

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WebGPU Shading Language
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#include globals.wgsl
@vertex
fn vs_main(
model: VertexInput,
instance: InstanceInput,
) -> @builtin(position) vec4<f32> {
let model_matrix = mat4x4<f32>(
instance.model_matrix_0,
instance.model_matrix_1,
instance.model_matrix_2,
instance.model_matrix_3,
);
let world_position = model_matrix * vec4<f32>(model.position, 1.0);
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return light.matrices[light_matrix_index.value] * world_position;
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}