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struct InstanceInput {
@location(0) rotmat_0: vec3<f32>,
@location(1) rotmat_1: vec3<f32>,
@location(2) rotmat_2: vec3<f32>,
@location(3) origin: vec3<f32>,
@location(4) offset: vec3<f32>,
};
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) color: vec3<f32>
};
struct CameraUniform {
view: mat4x4<f32>,
proj: mat4x4<f32>,
abs_pos: vec3<f32>,
rel_pos: vec3<f32>,
scale: f32,
};
@group(0) @binding(0)
var<uniform> camera: CameraUniform;
const FLEET_VERTICES = array<vec3<f32>,6>(
vec3<f32>(-1.0, -1.0, 0.0),
vec3<f32>(-1.0, 1.0 , 0.0),
vec3<f32>(1.0, 0.0 , 0.0),
vec3<f32>(-1.0, 0.0, -1.0),
vec3<f32>(-1.0, 0.0, 1.0 ),
vec3<f32>(1.0, 0.0, 0.0 ),
);
@vertex
fn vs_main(
@builtin(vertex_index) index: u32,
instance: InstanceInput
) -> VertexOutput {
var out: VertexOutput;
let rotmat = mat3x3<f32>(
instance.rotmat_0,
instance.rotmat_1,
instance.rotmat_2
);
let model_pos = rotmat * FLEET_VERTICES[index] * 0.025;
var view = camera.view;
let min_size = 0.025;
//Scale the world around the camera scale and translate about the camera's
//absolute (/target) position
let origin_pos = instance.origin - camera.abs_pos;
let offset_pos = instance.offset - camera.rel_pos;
let instance_pos = (offset_pos + origin_pos) * camera.scale;
let vertex_pos = instance_pos + model_pos;
let view_proj = camera.proj * view;
let instance_vp_pos = view_proj * vec4<f32>(instance_pos, 1.0);
let model_vp_pos = view_proj * vec4<f32>(model_pos, 0.0);
out.clip_position = instance_vp_pos + model_vp_pos;
out.color = vec3<f32>(0.75, 1.0, 0.75);
return out;
}
@fragment
fn fs_main(in: VertexOutput
) -> @location(0) vec4<f32> {
return vec4<f32>(in.color, 1.0);
}
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