Fix some shaders

This commit is contained in:
Jérôme Leclercq 2021-07-08 11:06:54 +02:00
parent d3e0d8a39f
commit 81b64e4fe2
3 changed files with 17 additions and 17 deletions

View File

@ -41,9 +41,9 @@ external
struct InputData
{
[location(0)] vertNormal: vec3<f32>,
[location(1)] vertUV: vec2<f32>,
[location(2)] vertPos: vec3<f32>
[location(0)] normal: vec3<f32>,
[location(1)] uv: vec2<f32>,
[location(2)] pos: vec3<f32>
}
struct OutputData
@ -73,7 +73,7 @@ fn main(input: InputData) -> OutputData
let output: OutputData;
output.diffuseMap = diffuseColor;
output.normalMap = vec4<f32>((vec3<f32>(1.0, 1.0, 1.0) + input.vertNormal) * 0.5, 1.0);
output.positionMap = vec4<f32>(input.vertPos, 1.0);
output.normalMap = vec4<f32>((vec3<f32>(1.0, 1.0, 1.0) + input.normal) * 0.5, 1.0);
output.positionMap = vec4<f32>(input.pos, 1.0);
return output;
}

View File

@ -35,28 +35,28 @@ external
struct InputData
{
[location(0)] inPos: vec3<f32>,
[location(1)] inNormals: vec3<f32>,
[location(2)] inTexCoord: vec2<f32>
[location(0)] pos: vec3<f32>,
[location(1)] normal: vec3<f32>,
[location(2)] uv: vec2<f32>
}
struct OutputData
{
[location(0)] vertNormal: vec3<f32>,
[location(1)] vertUV: vec2<f32>,
[location(2)] vertPos: vec3<f32>,
[location(0)] normal: vec3<f32>,
[location(1)] uv: vec2<f32>,
[location(2)] pos: vec3<f32>,
[builtin(position)] position: vec4<f32>
}
[entry(vert)]
fn main(input: InputData) -> OutputData
{
let worldPos = instanceData.worldMatrix * vec4<f32>(input.inPos, 1.0);
let worldPos = instanceData.worldMatrix * vec4<f32>(input.pos, 1.0);
let output: OutputData;
output.vertUV = input.inTexCoord;
output.vertNormal = input.inNormals;
output.vertPos = worldPos.xyz;
output.position = viewerData.viewProjMatrix * instanceData.worldMatrix * vec4<f32>(input.inPos, 1.0);
output.uv = input.uv;
output.normal = input.normal;
output.pos = worldPos.xyz;
output.position = viewerData.viewProjMatrix * instanceData.worldMatrix * vec4<f32>(input.pos, 1.0);
return output;
}

View File

@ -62,7 +62,7 @@ fn main(input: FragIn) -> FragOut
const if (HAS_ALPHA_TEXTURE)
// TODO: diffuseColor.w *= MaterialAlphaMap.Sample(input.uv)).x
diffuseColor = vec4<f32>(diffuseColor.x, diffuseColor.y, diffuseColor.z, ((MaterialAlphaMap.Sample(input.uv)).x) * diffuseColor.w);
diffuseColor = vec4<f32>(diffuseColor.x, diffuseColor.y, diffuseColor.z, (MaterialAlphaMap.Sample(input.uv)).x * diffuseColor.w);
const if (ALPHA_TEST)
{