60 lines
1.3 KiB
WebGPU Shading Language
60 lines
1.3 KiB
WebGPU Shading Language
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struct InstanceInput {
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@location(5) transform_matrix_0: vec4<f32>,
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@location(6) transform_matrix_1: vec4<f32>,
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@location(7) transform_matrix_2: vec4<f32>,
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@location(8) transform_matrix_3: vec4<f32>,
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@location(9) texture_idx: u32,
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};
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// Vertex shader
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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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}
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struct VertexOutput {
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@builtin(position) clip_position: vec4<f32>,
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@location(0) tex_coords: vec2<f32>,
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@location(1) index: u32,
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}
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@vertex
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fn vertex_shader_main(
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model: VertexInput,
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instance: InstanceInput,
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) -> VertexOutput {
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let transform_matrix = mat4x4<f32>(
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instance.transform_matrix_0,
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instance.transform_matrix_1,
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instance.transform_matrix_2,
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instance.transform_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 = transform_matrix * vec4<f32>(model.position, 1.0);
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out.index = instance.texture_idx;
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return out;
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}
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// Fragment shader
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@group(0) @binding(0)
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var texture_array: binding_array<texture_2d<f32>>;
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@group(0) @binding(1)
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var sampler_array: binding_array<sampler>;
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@fragment
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fn fragment_shader_main(in: VertexOutput) -> @location(0) vec4<f32> {
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return textureSampleLevel(
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texture_array[in.index],
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sampler_array[in.index],
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in.tex_coords,
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0.0
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).rgba;
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}
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