2024-11-04 12:39:10 +02:00
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// Vertex shader
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2024-11-04 22:09:33 +02:00
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struct CameraUniform {
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2024-11-07 01:12:53 +02:00
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view_proj: mat4x4<f32>,
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2024-11-04 22:09:33 +02:00
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};
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@group(1) @binding(0)
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var<uniform> camera: CameraUniform;
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2024-11-04 12:39:10 +02:00
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struct VertexInput {
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2024-11-04 13:37:12 +02:00
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@location(0) position: vec2<f32>,
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2024-11-04 12:39:10 +02:00
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@location(1) tex_coords: vec2<f32>,
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};
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struct VertexOutput {
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@builtin(position) position: vec4<f32>,
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@location(0) tex_coords: vec2<f32>,
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};
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@vertex
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fn vs_main(
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model: VertexInput,
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) -> VertexOutput {
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2024-11-07 01:12:53 +02:00
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var out: VertexOutput;
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out.tex_coords = model.tex_coords;
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2024-11-04 22:09:33 +02:00
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out.position = camera.view_proj * vec4<f32>(model.position, 0.0, 1.0);
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2024-11-07 01:12:53 +02:00
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return out;
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2024-11-04 12:39:10 +02:00
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}
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// Fragment shader
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2024-11-07 01:12:53 +02:00
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struct SpotlightUniform {
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cursor_position: vec2<f32>,
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size: f32,
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zoom_level: f32,
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strength: f32
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}
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2024-11-04 12:39:10 +02:00
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@group(0) @binding(0)
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var t_diffuse: texture_2d<f32>;
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@group(0) @binding(1)
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var s_diffuse: sampler;
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2024-11-07 01:12:53 +02:00
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@group(2) @binding(0)
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var<uniform> spotlight: SpotlightUniform;
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2024-11-04 12:39:10 +02:00
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@fragment
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fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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2024-11-07 01:12:53 +02:00
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var cursor4 = vec4<f32>(spotlight.cursor_position, 0.0, 1.0);
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var texColor = textureSample(t_diffuse, s_diffuse, in.tex_coords);
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var shadowColor = vec4<f32>(0.0, 0.0, 0.0, 1.0);
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var dist_check = length(cursor4 - in.position) < (spotlight.size * spotlight.zoom_level);
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var spotlightColor = select(spotlight.strength, 0.0, dist_check);
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var finalColor = mix(texColor, shadowColor, spotlightColor);
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return finalColor;
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2024-11-04 12:39:10 +02:00
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}
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