Pass light matrix as separate uniform, fix matrices

This commit is contained in:
Lauri Räsänen 2023-04-14 23:24:48 +03:00
parent 2676b841fe
commit 010e4dedeb
4 changed files with 81 additions and 41 deletions

View file

@ -13,5 +13,5 @@ fn vs_main(
);
let world_position = model_matrix * vec4<f32>(model.position, 1.0);
return light.matrices[light.active_matrix] * world_position;
return light.matrices[light_matrix_index] * world_position;
}

View file

@ -12,11 +12,13 @@ struct Light {
position: vec3<f32>,
color: vec4<f32>,
matrices: array<mat4x4<f32>, 6>,
active_matrix: u32,
}
@group(1) @binding(0)
var<uniform> light: Light;
@group(1) @binding(1)
var<uniform> light_matrix_index: u32;
struct VertexInput {
@location(0) position: vec3<f32>,
@location(1) tex_coords: vec2<f32>,
@ -46,7 +48,7 @@ struct VertexOutput {
// Fragment shader
@group(1)@binding(1)
@group(1)@binding(2)
var t_light_depth: binding_array<texture_depth_2d>;
@group(1) @binding(2)
@group(1) @binding(3)
var s_light_depth: binding_array<sampler_comparison>;