WIP shadowmapping

This commit is contained in:
Lauri Räsänen 2023-01-29 18:57:29 +02:00
parent 2fdae1a23a
commit ac67a3d4de
9 changed files with 270 additions and 122 deletions

View file

@ -1,43 +1,26 @@
// Vertex shader
#include globals.wgsl
struct Camera {
view: mat4x4<f32>,
proj: mat4x4<f32>,
position: vec4<f32>,
}
@group(0) @binding(0)
var<uniform> camera: Camera;
struct Light {
position: vec3<f32>,
color: vec3<f32>,
}
@group(1) @binding(0)
var<uniform> light: Light;
struct VertexInput {
struct LightVertexInput {
@location(0) position: vec3<f32>,
};
struct VertexOutput {
struct LightVertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) color: vec3<f32>,
};
@vertex
fn vs_main(
model: VertexInput,
) -> VertexOutput {
model: LightVertexInput,
) -> LightVertexOutput {
let scale = 10.0;
var out: VertexOutput;
var out: LightVertexOutput;
out.clip_position = camera.proj * camera.view * vec4<f32>(model.position * scale + light.position, 1.0);
out.color = light.color;
out.color = light.color.xyz;
return out;
}
// Fragment shader
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
fn fs_main(in: LightVertexOutput) -> @location(0) vec4<f32> {
return vec4<f32>(in.color, 1.0);
}