instancing, camera movement

This commit is contained in:
Lauri Räsänen 2022-10-02 18:59:20 +03:00
parent f88df1efd0
commit 4ab10fe790
12 changed files with 599 additions and 78 deletions

View file

@ -1,5 +1,18 @@
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>,
};
// Vertex shader
struct CameraUniform {
view_proj: mat4x4<f32>,
};
@group(1) @binding(0)
var<uniform> camera: CameraUniform;
struct VertexInput {
@location(0) position: vec3<f32>,
@location(1) tex_coords: vec2<f32>,
@ -13,12 +26,19 @@ struct VertexOutput {
@vertex
fn vs_main(
model: VertexInput,
instance: InstanceInput,
) -> VertexOutput {
let model_matrix = mat4x4<f32>(
instance.model_matrix_0,
instance.model_matrix_1,
instance.model_matrix_2,
instance.model_matrix_3,
);
var out: VertexOutput;
out.tex_coords = model.tex_coords;
out.clip_position = vec4<f32>(model.position, 1.0);
out.clip_position = camera.view_proj * model_matrix * vec4<f32>(model.position, 1.0);
return out;
}
}
// Fragment shader