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- // Vertex shader
- struct CameraUniform {
- view_proj: mat4x4<f32>
- }
- @group(0) @binding(0)
- var<uniform> camera: CameraUniform;
- struct VertexInput {
- @location(0) position: vec3<f32>,
- @location(1) color: vec3<f32>,
- @location(2) uv: vec2<f32>,
- };
- struct VertexOutput {
- @builtin(position) clip_position: vec4<f32>,
- @location(0) color: vec3<f32>,
- };
- @group(1) @binding(0)
- var t_diffuse: texture_2d<f32>;
- @group(1) @binding(1)
- var s_diffuse: sampler;
- @group(2) @binding(0)
- var h_diffuse: texture_2d<f32>;
- @group(2) @binding(1)
- var hs_diffuse: sampler;
- @vertex
- fn vs_main(
- model: VertexInput,
- ) -> VertexOutput {
- //let normalized_uv_coordinates = model.uv * vec2<f32>(textureDimensions(t_diffuse));
- let normalized_uv_coordinates = model.uv * vec2<f32>(textureDimensions(h_diffuse));
- //let height_added = textureLoad(t_diffuse,vec2<u32>(normalized_uv_coordinates),0);
- let height_added = textureLoad(h_diffuse,vec2<u32>(normalized_uv_coordinates),0);
- let grayscale_height_added = height_added.x;
- var out: VertexOutput;
- out.color = model.color;
- out.clip_position = camera.view_proj * vec4<f32>(model.position.x,model.position.y, model.position.z + ( grayscale_height_added), 1.0);
- return out;
- }
- // Fragment shader
- @fragment
- fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
- return vec4<f32>(0.0,0.0,1.0, 1.0);
- }
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