wgpu-renderer/res/shaders/fog.wgsl

46 lines
1.3 KiB
WebGPU Shading Language

#include globals.wgsl
@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,
);
let normal_matrix = mat3x3<f32>(
instance.normal_matrix_0,
instance.normal_matrix_1,
instance.normal_matrix_2,
);
let world_normal = normalize(normal_matrix * model.normal);
let world_tangent = normalize(normal_matrix * model.tangent);
let world_bitangent = normalize(normal_matrix * model.bitangent);
let tangent_matrix = transpose(mat3x3<f32>(
world_tangent,
world_bitangent,
world_normal,
));
let world_position = model_matrix * vec4<f32>(model.position, 1.0);
var out: VertexOutput;
out.clip_position = camera.proj * camera.view * world_position;
out.tex_coords = model.tex_coords;
out.tangent_position = tangent_matrix * world_position.xyz;
out.tangent_light_position = tangent_matrix * light.position;
out.tangent_view_position = tangent_matrix * camera.position.xyz;
out.world_position = world_position;
return out;
}
@fragment
fn fs_main(vert: VertexOutput) -> @location(0) vec4<f32> {
return vec4<f32>(0.5, 0.5, 0.5, 0.1);
}