Files
OneCAD-Draft/src/shaders/block_face3d.wgsl
T

46 lines
1.2 KiB
WebGPU Shading Language

struct Uniforms {
viewport_size: vec2<f32>,
world_per_pixel: f32,
lwdisplay_enable: f32,
flat_shade: f32,
transparency_enable: f32,
_pad: vec2<f32>,
view_rot: mat4x4<f32>,
eye_high: vec3<f32>,
_pad_eh: f32,
eye_low: vec3<f32>,
_pad_el: f32,
}
@group(0) @binding(0) var<uniform> u: Uniforms;
struct VertexIn {
@location(0) position: vec3<f32>,
@location(1) color: vec4<f32>,
@location(2) source_depth: f32,
@location(3) position_low: vec3<f32>,
@location(4) translation: vec3<f32>,
@location(5) translation_low: vec3<f32>,
@location(6) instance_depth: f32,
}
struct VertexOut {
@builtin(position) clip_pos: vec4<f32>,
@location(0) color: vec4<f32>,
}
@vertex
fn vs_main(v: VertexIn) -> VertexOut {
var out: VertexOut;
let rel = (v.position + v.translation - u.eye_high)
+ (v.position_low + v.translation_low - u.eye_low);
out.clip_pos = u.view_rot * vec4<f32>(rel, 1.0);
out.clip_pos = apply_draw_order(out.clip_pos, v.source_depth + v.instance_depth);
out.color = v.color;
return out;
}
@fragment
fn fs_main(in: VertexOut) -> @location(0) vec4<f32> {
return in.color;
}