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- #[set(everything)]
- const constants: {
- WVP: float4x4;
- };
- #[set(everything)]
- const sampler_linear: sampler;
- #[set(everything)]
- const my_texture: tex2d;
- struct vert_in {
- pos: float4;
- nor: float2;
- tex: float2;
- }
- struct vert_out {
- pos: float4;
- nor: float3;
- tex: float2;
- }
- fun mesh_vert(input: vert_in): vert_out {
- var output: vert_out;
- output.nor = float3(input.nor.xy, input.pos.w);
- output.tex = input.tex;
- output.pos = constants.WVP * float4(input.pos.xyz, 1.0);
- return output;
- }
- fun mesh_frag(input: vert_out): float4 {
- var l: float3 = float3(0.5, 0.0, 0.5);
- var base_color: float3 = float3(1.0, 1.0, 1.0); // sample(my_texture, sampler_linear, input.tex).rgb;
- var ambient: float3 = base_color * 0.5;
- var n: float3 = normalize(input.nor);
- var dotnl: float = max(dot(n, l), 0.0);
- var diffuse: float3 = dotnl * base_color;
- return float4(ambient + diffuse, 1.0);
- }
- #[pipe]
- struct pipe {
- vertex = mesh_vert;
- fragment = mesh_frag;
- }
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