Files
WebGpu-Wasm-Raytracing-And-…/shaders/simplePoint.wgsl
2025-12-25 10:57:33 +01:00

59 lines
1.3 KiB
WebGPU Shading Language

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