Galactica/src/render/shaders/starfield.wgsl

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WebGPU Shading Language
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2023-12-23 11:01:27 -08:00
struct InstanceInput {
@location(2) transform_matrix_0: vec4<f32>,
@location(3) transform_matrix_1: vec4<f32>,
@location(4) transform_matrix_2: vec4<f32>,
@location(5) transform_matrix_3: vec4<f32>,
};
// Vertex shader
struct VertexInput {
@location(0) position: vec3<f32>,
}
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
}
@vertex
fn vertex_shader_main(
model: VertexInput,
instance: InstanceInput,
) -> VertexOutput {
let transform_matrix = mat4x4<f32>(
instance.transform_matrix_0,
instance.transform_matrix_1,
instance.transform_matrix_2,
instance.transform_matrix_3,
);
var out: VertexOutput;
out.clip_position = transform_matrix * vec4<f32>(model.position, 1.0);
return out;
}
@fragment
fn fragment_shader_main(in: VertexOutput) -> @location(0) vec4<f32> {
return vec4<f32>(1.0, 1.0, 1.0, 1.0);
}