blob: 1c8ac15cb1ef795042e780965dadb07605d1861c [file] [log] [blame]
struct PointLight {
position : vec4<f32>;
};
struct PointLights {
values : [[stride(16)]] array<PointLight>;
};
struct Uniforms {
worldView : mat4x4<f32>;
proj : mat4x4<f32>;
numPointLights : u32;
color_source : u32;
color : vec4<f32>;
};
[[binding(0), group(0)]] var<uniform> uniforms : Uniforms;
[[binding(1), group(0)]] var<storage_buffer, read> pointLights : PointLights;
[[binding(2), group(0)]] var mySampler: sampler;
[[binding(3), group(0)]] var myTexture: texture_2d<f32>;
struct FragmentInput {
[[builtin(position)]] position : vec4<f32>;
[[location(0)]] view_position : vec4<f32>;
[[location(1)]] normal : vec4<f32>;
[[location(2)]] uv : vec2<f32>;
[[location(3)]] color : vec4<f32>;
};
struct FragmentOutput {
[[location(0)]] color : vec4<f32>;
};
fn getColor(fragment : FragmentInput) -> vec4<f32>{
var color : vec4<f32>;
if(uniforms.color_source == 0u){
// VERTEX COLOR
color = fragment.color;
}elseif(uniforms.color_source == 1u){
// NORMALS
// color = vec4<f32>(0.0, 0.0, 1.0, 1.0);
color = fragment.normal;
color.a = 1.0;
}elseif(uniforms.color_source == 2u){
// uniform color
color = uniforms.color;
}elseif(uniforms.color_source == 3u){
// TEXTURE
color = textureSample(myTexture, mySampler, fragment.uv);
}
return color;
};
[[stage(fragment)]]
fn main(fragment : FragmentInput) -> FragmentOutput {
var output : FragmentOutput;
output.color = vec4<f32>(1.0, 0.0, 0.0, 1.0);
_ = uniforms;
_ = mySampler;
_ = myTexture;
_ = &pointLights;
// output.color.x = output.color.x + pointLights.values[0].position.x;
return output;
}