zenyx-engine-telemetry/engine/src/core/render/shader.wgsl
2025-03-29 20:20:53 -04:00

42 lines
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1.1 KiB
WebGPU Shading Language

struct CameraUniform {
view: mat4x4<f32>,
proj: mat4x4<f32>,
};
struct ModelUniform {
model: mat4x4<f32>,
};
@group(0) @binding(0)
var<uniform> camera: CameraUniform;
@group(1) @binding(0)
var<uniform> model: ModelUniform;
struct VertexInput {
@location(0) position: vec3<f32>,
@location(1) normal: vec3<f32>,
};
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) normal: vec3<f32>,
};
@vertex
fn vs_main(input: VertexInput) -> VertexOutput {
var output: VertexOutput;
let model_pos = model.model * vec4<f32>(input.position, 1.0);
output.clip_position = camera.proj * camera.view * model_pos;
output.normal = input.normal;
return output;
}
@fragment
fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
let ambient: f32 = 0.2;
let light_dir = normalize(vec3<f32>(0.5, 1.0, 0.5));
let diffuse = clamp(dot(normalize(input.normal), light_dir), 0.0, 1.0);
let brightness = ambient + (1.0 - ambient) * diffuse;
return vec4<f32>(0.7 * brightness, 0.7 * brightness, 0.9 * brightness, 1.0);
}