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path: root/assets/shaders/tacmap/fleet.wgsl
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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] * 0.01;
    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 / normalize(instance_vp_pos).w;
    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);
}