First Commit
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58
shaders/simplePoint.wgsl
Normal file
58
shaders/simplePoint.wgsl
Normal file
@@ -0,0 +1,58 @@
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struct Particle {
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pos: vec3<f32>,
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_pad0: f32, // matches _pad0 in C
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vel: vec3<f32>,
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_pad1: f32, // matches _pad1 in C
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};
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@group(0) @binding(0)
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var<storage, read> particles: array<Particle>;
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@group(0) @binding(1)
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var<uniform> viewProjectionMatrix: mat4x4<f32>;
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@group(0) @binding(2)
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var<uniform> cameraRight: vec3<f32>;
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@group(0) @binding(3)
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var<uniform> cameraUp: vec3<f32>;
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struct VertexOutput {
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@builtin(position) Position: vec4<f32>,
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@location(0) fragColor: vec4<f32>,
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};
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const quadVertexOffsets = array<vec2<f32>, 6>(
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vec2<f32>(-1, -1),
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vec2<f32>( 1, -1),
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vec2<f32>(-1, 1),
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vec2<f32>( 1, -1),
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vec2<f32>( 1, 1),
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vec2<f32>(-1, 1)
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);
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@vertex
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fn vs_main(
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@builtin(vertex_index) vertexIndex: u32,
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@builtin(instance_index) instanceIndex: u32
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) -> VertexOutput {
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let particle = particles[instanceIndex];
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let offset = quadVertexOffsets[vertexIndex];
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let worldPosition = particle.pos * 150.0
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+ offset.x * cameraRight
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+ offset.y * cameraUp;
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var output: VertexOutput;
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output.Position = viewProjectionMatrix * vec4<f32>(worldPosition , 1.0);
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output.fragColor = vec4<f32>(1.0, 1.0, 1.0, 1.0); // white color
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return output;
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}
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@fragment
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fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
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return input.fragColor;
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}
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