// Shader to draw the world texture onto the window struct CameraUniform { view_proj: mat4x4<f32>, }; @group(1) @binding(0) // 1. var<uniform> camera: CameraUniform; struct RenderOptions { gamma: f32, _padding: vec3<f32>, }; @group(2) @binding(0) var<uniform> render_options: RenderOptions; struct VertexInput { @location(0) position: vec3<f32>, @location(1) tex_coords: vec2<f32>, @location(2) color: vec4<f32>, } struct VertexOutput { @builtin(position) clip_position: vec4<f32>, @location(0) tex_coords: vec2<f32>, @location(1) color: vec4<f32>, } @vertex fn vs_main(model: VertexInput) -> VertexOutput { var out: VertexOutput; let tc = camera.view_proj * vec4<f32>(model.tex_coords, 0.0, 1.0); out.tex_coords = tc.xy / tc.w; out.clip_position = vec4<f32>(model.position.xyz, 1.0); // out.clip_position = vec4<f32>(model.position.xy, 0.0, 1.0); // out.color = vec4<f32>(out.clip_position); out.color = model.color; // out.color = vec4<f32>(out.tex_coords, 0.0, 1.0); return out; } @group(0) @binding(0) var t_world: texture_2d<f32>; @group(0) @binding(1) var s_world: sampler; @fragment fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> { // let textureDims = vec2<f32>(textureDimensions(t_world)); let t_tex_coords = in.tex_coords; var textureOffset = vec2<f32>(1) / vec2<f32>(textureDimensions(t_world)); var result = in.color * textureSample(t_world, s_world, t_tex_coords); return result; }