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// Vertex shader
struct VertexInput {
@location(0) pos: vec3<f32>,
@location(1) tex_coords: vec2<f32>,
@location(2) light: f32,
}
struct VertexOutput {
@builtin(position) pos: vec4<f32>,
@location(0) tex_coords: vec2<f32>,
@location(1) light: f32,
}
@group(1) @binding(0) var<uniform> view_proj: mat4x4<f32>;
@group(2) @binding(0) var<uniform> model: mat4x4<f32>;
@vertex
fn vs_main(
in: VertexInput,
) -> VertexOutput {
var out: VertexOutput;
out.pos = view_proj * model * vec4<f32>(in.pos, 1.0);
out.tex_coords = in.tex_coords;
out.light = in.light;
return out;
}
// Fragment shader
@group(0) @binding(0) var atlas_texture: texture_2d<f32>;
@group(0) @binding(1) var atlas_sampler: sampler;
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
var color = textureSample(atlas_texture, atlas_sampler, in.tex_coords);
if color.a < 0.1 {
discard;
}
color = vec4<f32>(color.rgb * in.light, color.a);
return color;
}
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