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armorpaint/base/tests/fall/shaders/mesh.kong
T
2025-04-19 12:29:49 +02:00

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#[set(everything)]
const my_texture: tex2d;
#[set(everything)]
const sampler_linear: sampler;
#[set(everything)]
const constants: {
WVP: float4x4;
};
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;
}