instancing, camera movement
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f88df1efd0
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12 changed files with 599 additions and 78 deletions
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@ -1,5 +1,18 @@
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struct InstanceInput {
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@location(5) model_matrix_0: vec4<f32>,
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@location(6) model_matrix_1: vec4<f32>,
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@location(7) model_matrix_2: vec4<f32>,
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@location(8) model_matrix_3: vec4<f32>,
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};
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// Vertex shader
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struct CameraUniform {
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view_proj: mat4x4<f32>,
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};
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@group(1) @binding(0)
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var<uniform> camera: CameraUniform;
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struct VertexInput {
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@location(0) position: vec3<f32>,
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@location(1) tex_coords: vec2<f32>,
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@ -13,12 +26,19 @@ struct VertexOutput {
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@vertex
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fn vs_main(
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model: VertexInput,
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instance: InstanceInput,
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) -> VertexOutput {
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let model_matrix = mat4x4<f32>(
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instance.model_matrix_0,
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instance.model_matrix_1,
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instance.model_matrix_2,
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instance.model_matrix_3,
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);
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var out: VertexOutput;
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out.tex_coords = model.tex_coords;
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out.clip_position = vec4<f32>(model.position, 1.0);
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out.clip_position = camera.view_proj * model_matrix * vec4<f32>(model.position, 1.0);
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return out;
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}
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}
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// Fragment shader
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