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@@ -1,28 +1,55 @@
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// Vertex shader
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+// struct VertexInput {
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+// @location(0) position: vec3<f32>,
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+// @location(1) color: vec3<f32>,
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+// };
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+
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+// struct VertexOutput {
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+// @builtin(position) clip_position: vec4<f32>,
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+// @location(0) color: vec3<f32>,
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+// };
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+
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+// @vertex
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+// fn vs_main(
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+// model: VertexInput,
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+// ) -> VertexOutput {
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+// var out: VertexOutput;
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+// out.color = model.color;
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+// out.clip_position = vec4<f32>(model.position, 1.0);
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+// return out;
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+// }
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+
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+// Fragment shader
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+
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+@fragment
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+fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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+ return vec4<f32>(0.5,0.2,0.7, 1.0);
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+}
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+
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+// Vertex shader
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+struct CameraUniform {
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+ view_proj: mat4x4<f32>,
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+};
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+@group(1) @binding(0) // 1.
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+var<uniform> camera: CameraUniform;
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+
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struct VertexInput {
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@location(0) position: vec3<f32>,
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- @location(1) color: vec3<f32>,
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-};
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+ @location(1) tex_coords: vec2<f32>,
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+}
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struct VertexOutput {
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@builtin(position) clip_position: vec4<f32>,
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- @location(0) color: vec3<f32>,
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-};
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+ @location(0) tex_coords: vec2<f32>,
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+}
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@vertex
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fn vs_main(
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model: VertexInput,
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) -> VertexOutput {
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var out: VertexOutput;
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- out.color = model.color;
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- out.clip_position = vec4<f32>(model.position, 1.0);
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+ out.tex_coords = model.tex_coords;
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+ out.clip_position = camera.view_proj * vec4<f32>(model.position, 1.0); // 2.
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return out;
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}
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-
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-// Fragment shader
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-
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-@fragment
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-fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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- return vec4<f32>(0.5,0.2,0.7, 1.0);
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-}
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