wgpu/tests/in/skybox.wgsl
2021-02-07 18:16:26 -05:00

44 lines
1.1 KiB
WebGPU Shading Language

[[builtin(position)]]
var<out> out_position: vec4<f32>;
[[location(0)]] var<out> out_uv: vec3<f32>;
[[builtin(vertex_index)]] var<in> in_vertex_index: u32;
[[block]]
struct Data {
proj_inv: mat4x4<f32>;
view: mat4x4<f32>;
};
[[group(0), binding(0)]]
var r_data: Data;
[[stage(vertex)]]
fn vs_main() {
// hacky way to draw a large triangle
var tmp1: i32 = i32(in_vertex_index) / 2;
var tmp2: i32 = i32(in_vertex_index) & 1;
const pos: vec4<f32> = vec4<f32>(
f32(tmp1) * 4.0 - 1.0,
f32(tmp2) * 4.0 - 1.0,
0.0,
1.0
);
const inv_model_view: mat3x3<f32> = transpose(mat3x3<f32>(r_data.view.x.xyz, r_data.view.y.xyz, r_data.view.z.xyz));
var unprojected: vec4<f32> = r_data.proj_inv * pos; //TODO: const
out_uv = inv_model_view * unprojected.xyz;
out_position = pos;
}
[[group(0), binding(1)]]
var r_texture: texture_cube<f32>;
[[group(0), binding(2)]]
var r_sampler: sampler;
[[location(0)]] var<in> in_uv: vec3<f32>;
[[location(0)]] var<out> out_color: vec4<f32>;
[[stage(fragment)]]
fn fs_main() {
out_color = textureSample(r_texture, r_sampler, in_uv);
}